skill.c 326 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "npc.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #include <stdio.h>
  32. #include <stdlib.h>
  33. #include <string.h>
  34. #include <time.h>
  35. #define SKILLUNITTIMER_INTERVAL 100
  36. //Guild Skills are shifted to these to make them stick into the skill array.
  37. #define GD_SKILLRANGEMIN 900
  38. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  39. #define HM_SKILLRANGEMIN 800
  40. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  41. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  42. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  43. DBMap* skilldb_name2id = NULL;
  44. struct s_skill_db skill_db[MAX_SKILL_DB];
  45. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  46. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  47. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  48. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  49. int firewall_unit_pos;
  50. int icewall_unit_pos;
  51. //Since only mob-casted splash skills can hit ice-walls
  52. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  53. /// Returns the id of the skill, or 0 if not found.
  54. int skill_name2id(const char* name)
  55. {
  56. if( name == NULL )
  57. return 0;
  58. return (int)strdb_get(skilldb_name2id, name);
  59. }
  60. /// Maps skill ids to skill db offsets.
  61. /// Returns the skill's array index, or 0 (Unknown Skill).
  62. int skill_get_index( int id )
  63. {
  64. // avoid ranges reserved for mapping guild/homun skills
  65. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  66. return 0;
  67. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  68. return 0;
  69. // map skill number to skill id
  70. if( id >= GD_SKILLBASE )
  71. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  72. if( id >= HM_SKILLBASE )
  73. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  74. // validate result
  75. if( id <= 0 || id >= MAX_SKILL_DB )
  76. return 0;
  77. return id;
  78. }
  79. const char* skill_get_name( int id )
  80. {
  81. return skill_db[skill_get_index(id)].name;
  82. }
  83. const char* skill_get_desc( int id )
  84. {
  85. return skill_db[skill_get_index(id)].desc;
  86. }
  87. // out of bounds error checking [celest]
  88. static void skill_chk(int* id, int lv)
  89. {
  90. *id = skill_get_index(*id); // checks/adjusts id
  91. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  92. }
  93. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  94. // Skill DB
  95. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  96. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  97. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  98. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  99. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  100. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  101. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  102. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  103. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  104. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  105. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  106. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  107. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  108. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  109. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  110. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  111. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  112. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  113. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  114. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  115. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  116. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  117. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  118. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  119. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  120. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  121. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  122. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  123. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  124. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  125. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  126. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  127. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  128. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  129. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  130. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  131. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  132. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  133. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  134. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  135. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  136. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  137. int skill_tree_get_max(int id, int b_class)
  138. {
  139. int i;
  140. b_class = pc_class2idx(b_class);
  141. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  142. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  143. return skill_tree[b_class][i].max;
  144. else
  145. return skill_get_max(id);
  146. }
  147. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  148. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  149. int status_change_timer_sub(struct block_list *bl, va_list ap);
  150. int skill_attack_area(struct block_list *bl,va_list ap);
  151. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  152. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  153. int skill_greed(struct block_list *bl, va_list ap);
  154. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  155. static int skill_trap_splash(struct block_list *bl, va_list ap);
  156. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  157. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  158. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  159. static int skill_unit_effect(struct block_list *bl,va_list ap);
  160. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  161. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  162. int skill_get_casttype (int id)
  163. {
  164. int inf = skill_get_inf(id);
  165. if (inf&(INF_GROUND_SKILL))
  166. return CAST_GROUND;
  167. if (inf&INF_SUPPORT_SKILL)
  168. return CAST_NODAMAGE;
  169. if (inf&INF_SELF_SKILL) {
  170. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  171. return CAST_DAMAGE; //Combo skill.
  172. return CAST_NODAMAGE;
  173. }
  174. if (skill_get_nk(id)&NK_NO_DAMAGE)
  175. return CAST_NODAMAGE;
  176. return CAST_DAMAGE;
  177. };
  178. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  179. int skill_get_range2 (struct block_list *bl, int id, int lv)
  180. {
  181. int range;
  182. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  183. return 9; //Mobs have a range of 9 regardless of skill used.
  184. range = skill_get_range(id, lv);
  185. if(range < 0) {
  186. if (battle_config.use_weapon_skill_range&bl->type)
  187. return status_get_range(bl);
  188. range *=-1;
  189. }
  190. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  191. switch (id) {
  192. case AC_SHOWER:
  193. case AC_DOUBLE:
  194. case HT_BLITZBEAT:
  195. case AC_CHARGEARROW:
  196. case SN_FALCONASSAULT:
  197. case SN_SHARPSHOOTING:
  198. case HT_POWER:
  199. if (bl->type == BL_PC)
  200. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  201. else
  202. range += 10; //Assume level 10?
  203. break;
  204. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  205. case GS_RAPIDSHOWER:
  206. case GS_PIERCINGSHOT:
  207. case GS_FULLBUSTER:
  208. case GS_SPREADATTACK:
  209. case GS_GROUNDDRIFT:
  210. if (bl->type == BL_PC)
  211. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  212. else
  213. range += 10; //Assume level 10?
  214. break;
  215. case NJ_KIRIKAGE:
  216. if (bl->type == BL_PC)
  217. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  218. break;
  219. }
  220. if(!range && bl->type != BL_PC)
  221. return 9; // Enable non players to use self skills on others. [Skotlex]
  222. return range;
  223. }
  224. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  225. {
  226. int skill, heal;
  227. struct status_change* sc;
  228. if (skill_lv >= battle_config.max_heal_lv)
  229. return battle_config.max_heal;
  230. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  231. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  232. heal += heal * skill * 2 / 100;
  233. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  234. heal += heal * skill * 2 / 100;
  235. sc = status_get_sc(target);
  236. if( sc && sc->count )
  237. {
  238. if( sc->data[SC_CRITICALWOUND] )
  239. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  240. if( sc->data[SC_INCHEALRATE] )
  241. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  242. }
  243. return heal;
  244. }
  245. // Making plagiarize check its own function [Aru]
  246. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  247. {
  248. struct status_change* sc;
  249. sc = status_get_sc(bl);
  250. // Never copy NPC/Wedding Skills
  251. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  252. return 0;
  253. // High-class skills
  254. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  255. {
  256. if(battle_config.copyskill_restrict == 2)
  257. return 0;
  258. else if(battle_config.copyskill_restrict)
  259. return (sd->status.class_ == JOB_STALKER);
  260. }
  261. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  262. if ((skillid == AL_INCAGI || skillid == AL_BLESSING))
  263. return 0;
  264. return 1;
  265. }
  266. // [MouseJstr] - skill ok to cast? and when?
  267. int skillnotok (int skillid, struct map_session_data *sd)
  268. {
  269. int i,m;
  270. nullpo_retr (1, sd);
  271. m = sd->bl.m;
  272. i = skill_get_index(skillid);
  273. if (i == 0)
  274. return 1; // invalid skill id
  275. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  276. return 0; // GMs can do any damn thing they want
  277. if (sd->blockskill[i] > 0)
  278. return 1;
  279. // Check skill restrictions [Celest]
  280. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  281. return 1;
  282. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  283. return 1;
  284. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  285. return 1;
  286. if(agit_flag && skill_get_nocast (skillid) & 8)
  287. return 1;
  288. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  289. return 1;
  290. switch (skillid) {
  291. case AL_WARP:
  292. if(map[m].flag.nowarp) {
  293. clif_skill_teleportmessage(sd,0);
  294. return 1;
  295. }
  296. return 0;
  297. break;
  298. case AL_TELEPORT:
  299. if(map[m].flag.noteleport) {
  300. clif_skill_teleportmessage(sd,0);
  301. return 1;
  302. }
  303. return 0;
  304. case WE_CALLPARTNER:
  305. case WE_CALLPARENT:
  306. case WE_CALLBABY:
  307. if (map[m].flag.nomemo) {
  308. clif_skill_teleportmessage(sd,1);
  309. return 1;
  310. }
  311. break;
  312. case MC_VENDING:
  313. case MC_IDENTIFY:
  314. return 0; // always allowed
  315. case WZ_ICEWALL:
  316. // noicewall flag [Valaris]
  317. if (map[m].flag.noicewall) {
  318. clif_skill_fail(sd,skillid,0,0);
  319. return 1;
  320. }
  321. break;
  322. case GD_EMERGENCYCALL:
  323. if (
  324. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  325. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  326. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  327. ) {
  328. clif_skill_fail(sd,skillid,0,0);
  329. return 1;
  330. }
  331. break;
  332. }
  333. return (map[m].flag.noskill);
  334. }
  335. // [orn] - skill ok to cast? and when? //homunculus
  336. int skillnotok_hom (int skillid, struct homun_data *hd)
  337. {
  338. int i = skill_get_index(skillid);
  339. nullpo_retr (1, hd);
  340. if (i == 0)
  341. return 1; // invalid skill id
  342. if (hd->blockskill[i] > 0)
  343. return 1;
  344. //Use master's criteria.
  345. return skillnotok(skillid, hd->master);
  346. }
  347. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  348. {
  349. int pos = skill_get_unit_layout_type(skillid,skilllv);
  350. int dir;
  351. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  352. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  353. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  354. }
  355. if (pos != -1) // simple single-definition layout
  356. return &skill_unit_layout[pos];
  357. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  358. if (skillid == MG_FIREWALL)
  359. return &skill_unit_layout [firewall_unit_pos + dir];
  360. else if (skillid == WZ_ICEWALL)
  361. return &skill_unit_layout [icewall_unit_pos + dir];
  362. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  363. return &skill_unit_layout[0]; // default 1x1 layout
  364. }
  365. /*==========================================
  366. *
  367. *------------------------------------------*/
  368. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  369. {
  370. struct map_session_data *sd, *dstsd;
  371. struct mob_data *md, *dstmd;
  372. struct status_data *sstatus, *tstatus;
  373. struct status_change *sc, *tsc;
  374. enum sc_type status;
  375. int skill;
  376. int rate;
  377. nullpo_retr(0, src);
  378. nullpo_retr(0, bl);
  379. if(skillid < 0) return 0;
  380. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  381. sd = BL_CAST(BL_PC, src);
  382. md = BL_CAST(BL_MOB, src);
  383. dstsd = BL_CAST(BL_PC, bl);
  384. dstmd = BL_CAST(BL_MOB, bl);
  385. sc = status_get_sc(src);
  386. tsc = status_get_sc(bl);
  387. sstatus = status_get_status_data(src);
  388. tstatus = status_get_status_data(bl);
  389. if (!tsc) //skill additional effect is about adding effects to the target...
  390. //So if the target can't be inflicted with statuses, this is pointless.
  391. return 0;
  392. switch(skillid)
  393. {
  394. case 0: // Normal attacks (no skill used)
  395. {
  396. if(sd) {
  397. // Automatic trigger of Blitz Beat
  398. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  399. rand()%1000 <= sstatus->luk*10/3+1 ) {
  400. rate=(sd->status.job_level+9)/10;
  401. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  402. }
  403. // Gank
  404. if(dstmd && sd->status.weapon != W_BOW &&
  405. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  406. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  407. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  408. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  409. else
  410. clif_skill_fail(sd,RG_SNATCHER,0,0);
  411. }
  412. // Chance to trigger Taekwon kicks [Dralnu]
  413. if(sc && !sc->data[SC_COMBO]) {
  414. if(sc->data[SC_READYSTORM] &&
  415. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  416. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  417. ; //Stance triggered
  418. else if(sc->data[SC_READYDOWN] &&
  419. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  420. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  421. ; //Stance triggered
  422. else if(sc->data[SC_READYTURN] &&
  423. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  424. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  425. ; //Stance triggered
  426. else if(sc->data[SC_READYCOUNTER])
  427. { //additional chance from SG_FRIEND [Komurka]
  428. rate = 20;
  429. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  430. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  431. status_change_end(src,SC_SKILLRATE_UP,-1);
  432. }
  433. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  434. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  435. }
  436. }
  437. if (sd->special_state.bonus_coma) {
  438. rate = sd->weapon_coma_ele[tstatus->def_ele];
  439. rate += sd->weapon_coma_race[tstatus->race];
  440. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  441. if (rate)
  442. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  443. }
  444. }
  445. if (sc) {
  446. struct status_change_entry *sce;
  447. // Enchant Poison gives a chance to poison attacked enemies
  448. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  449. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  450. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  451. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  452. if((sce=sc->data[SC_EDP]))
  453. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  454. skill_get_time2(ASC_EDP,sce->val1));
  455. }
  456. }
  457. break;
  458. case SM_BASH:
  459. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  460. //TODO: How much % per base level it actually is?
  461. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  462. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  463. }
  464. break;
  465. case AS_VENOMKNIFE:
  466. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  467. skilllv = pc_checkskill(sd, TF_POISON);
  468. case TF_POISON:
  469. case AS_SPLASHER:
  470. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  471. && sd && skillid==TF_POISON
  472. )
  473. clif_skill_fail(sd,skillid,0,0);
  474. break;
  475. case AS_SONICBLOW:
  476. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  477. break;
  478. case WZ_FIREPILLAR:
  479. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  480. break;
  481. case MG_FROSTDIVER:
  482. case WZ_FROSTNOVA:
  483. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  484. break;
  485. case WZ_STORMGUST:
  486. //Tharis pointed out that this is normal freeze chance with a base of 300%
  487. if(tsc->sg_counter >= 3 &&
  488. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  489. tsc->sg_counter = 0;
  490. break;
  491. case WZ_METEOR:
  492. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  493. break;
  494. case WZ_VERMILION:
  495. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  496. break;
  497. case HT_FREEZINGTRAP:
  498. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  499. break;
  500. case HT_FLASHER:
  501. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  502. break;
  503. case HT_LANDMINE:
  504. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  505. break;
  506. case HT_SHOCKWAVE:
  507. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  508. break;
  509. case HT_SANDMAN:
  510. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  511. break;
  512. case TF_SPRINKLESAND:
  513. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  514. break;
  515. case TF_THROWSTONE:
  516. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  517. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  518. break;
  519. case NPC_DARKCROSS:
  520. case CR_HOLYCROSS:
  521. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  522. break;
  523. case CR_GRANDCROSS:
  524. case NPC_GRANDDARKNESS:
  525. //Chance to cause blind status vs demon and undead element, but not against players
  526. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  527. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  528. break;
  529. case AM_ACIDTERROR:
  530. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  531. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  532. clif_emotion(bl,23);
  533. break;
  534. case AM_DEMONSTRATION:
  535. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  536. break;
  537. case CR_SHIELDCHARGE:
  538. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  539. break;
  540. case PA_PRESSURE:
  541. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  542. break;
  543. case RG_RAID:
  544. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  545. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  546. break;
  547. case BA_FROSTJOKER:
  548. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  549. break;
  550. case DC_SCREAM:
  551. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  552. break;
  553. case BD_LULLABY:
  554. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  555. break;
  556. case DC_UGLYDANCE:
  557. rate = 5+5*skilllv;
  558. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  559. rate += 5+skill;
  560. status_zap(bl, 0, rate);
  561. break;
  562. case SL_STUN:
  563. if (tstatus->size==1) //Only stuns mid-sized mobs.
  564. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  565. break;
  566. case NPC_PETRIFYATTACK:
  567. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  568. skilllv,0,0,skill_get_time(skillid,skilllv),
  569. skill_get_time2(skillid,skilllv));
  570. break;
  571. case NPC_CURSEATTACK:
  572. case NPC_SLEEPATTACK:
  573. case NPC_BLINDATTACK:
  574. case NPC_POISON:
  575. case NPC_SILENCEATTACK:
  576. case NPC_STUNATTACK:
  577. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  578. break;
  579. case NPC_ACIDBREATH:
  580. case NPC_ICEBREATH:
  581. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  582. break;
  583. case NPC_BLEEDING:
  584. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  585. break;
  586. case NPC_MENTALBREAKER:
  587. { //Based on observations by Tharis, Mental Breaker should do SP damage
  588. //equal to Matk*skLevel.
  589. rate = sstatus->matk_min;
  590. if (rate < sstatus->matk_max)
  591. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  592. rate*=skilllv;
  593. status_zap(bl, 0, rate);
  594. break;
  595. }
  596. // Equipment breaking monster skills [Celest]
  597. case NPC_WEAPONBRAKER:
  598. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  599. break;
  600. case NPC_ARMORBRAKE:
  601. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  602. break;
  603. case NPC_HELMBRAKE:
  604. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  605. break;
  606. case NPC_SHIELDBRAKE:
  607. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  608. break;
  609. case CH_TIGERFIST:
  610. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  611. break;
  612. case LK_SPIRALPIERCE:
  613. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  614. break;
  615. case ST_REJECTSWORD:
  616. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  617. break;
  618. case PF_FOGWALL:
  619. if (src != bl && !tsc->data[SC_DELUGE])
  620. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  621. break;
  622. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  623. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  624. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  625. break;
  626. case LK_JOINTBEAT:
  627. status = status_skill2sc(skillid);
  628. if (tsc->jb_flag) {
  629. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  630. tsc->jb_flag = 0;
  631. }
  632. break;
  633. case ASC_METEORASSAULT:
  634. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  635. switch(rand()%3) {
  636. case 0:
  637. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  638. break;
  639. case 1:
  640. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  641. break;
  642. default:
  643. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  644. }
  645. break;
  646. case HW_NAPALMVULCAN:
  647. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  648. break;
  649. case WS_CARTTERMINATION: // Cart termination
  650. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  651. break;
  652. case CR_ACIDDEMONSTRATION:
  653. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  654. break;
  655. case TK_DOWNKICK:
  656. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  657. break;
  658. case TK_JUMPKICK:
  659. //Cancel out Soul Linker status of the target. [Skotlex]
  660. if (tsc->count) {
  661. //Remove NORMAL potions effect.
  662. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
  663. status_change_end(bl, SC_ASPDPOTION0, -1);
  664. if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
  665. status_change_end(bl, SC_ASPDPOTION1, -1);
  666. if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
  667. status_change_end(bl, SC_ASPDPOTION2, -1);
  668. if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
  669. status_change_end(bl, SC_ASPDPOTION3, -1);
  670. if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
  671. status_change_end(bl, SC_SPEEDUP0, -1);
  672. if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
  673. status_change_end(bl, SC_SPEEDUP1, -1);
  674. if (tsc->data[SC_SPIRIT])
  675. status_change_end(bl, SC_SPIRIT, -1);
  676. if (tsc->data[SC_ONEHAND])
  677. status_change_end(bl, SC_ONEHAND, -1);
  678. if (tsc->data[SC_ADRENALINE2])
  679. status_change_end(bl, SC_ADRENALINE2, -1);
  680. }
  681. break;
  682. case TK_TURNKICK:
  683. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  684. if(attack_type&BF_MISC) //70% base stun chance...
  685. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  686. break;
  687. case GS_BULLSEYE: //0.1% coma rate.
  688. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  689. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  690. break;
  691. case GS_PIERCINGSHOT:
  692. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  693. break;
  694. case NJ_HYOUSYOURAKU:
  695. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  696. break;
  697. case GS_FLING:
  698. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  699. break;
  700. case GS_DISARM:
  701. rate = 3*skilllv;
  702. if (sstatus->dex > tstatus->dex)
  703. rate += (sstatus->dex - tstatus->dex)/5;
  704. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  706. break;
  707. case NPC_EVILLAND:
  708. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  709. break;
  710. case NPC_HELLJUDGEMENT:
  711. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  712. break;
  713. case NPC_CRITICALWOUND:
  714. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  715. break;
  716. }
  717. if(sd && attack_type&BF_WEAPON &&
  718. skillid != WS_CARTTERMINATION &&
  719. skillid != AM_DEMONSTRATION &&
  720. skillid != CR_REFLECTSHIELD &&
  721. skillid != ASC_BREAKER
  722. ){ //Trigger status effects
  723. enum sc_type type;
  724. int i;
  725. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  726. {
  727. rate = sd->addeff[i].rate;
  728. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  729. rate += sd->addeff[i].arrow_rate;
  730. if (!rate) continue;
  731. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  732. { //Trigger has range consideration.
  733. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  734. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  735. continue; //Range Failed.
  736. }
  737. type = sd->addeff[i].id;
  738. skill = skill_get_time2(status_sc2skill(type),7);
  739. if (sd->addeff[i].flag&ATF_TARGET)
  740. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  741. if (sd->addeff[i].flag&ATF_SELF)
  742. status_change_start(src,type,rate,7,0,0,0,skill,0);
  743. }
  744. }
  745. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  746. { //Pass heritage to Master for status causing effects. [Skotlex]
  747. sd = map_id2sd(md->master_id);
  748. src = sd?&sd->bl:src;
  749. }
  750. // Autospell when attacking
  751. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  752. struct block_list *tbl;
  753. struct unit_data *ud;
  754. int i, skilllv;
  755. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  756. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  757. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  758. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  759. continue; // one or more trigger conditions were not fulfilled
  760. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  761. if (skillnotok(skill, sd))
  762. continue;
  763. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  764. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  765. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  766. if (rand()%1000 > rate)
  767. continue;
  768. if (sd->autospell[i].id < 0)
  769. tbl = src;
  770. else
  771. tbl = bl;
  772. switch (skill_get_casttype(skill)) {
  773. case CAST_GROUND:
  774. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  775. break;
  776. case CAST_NODAMAGE:
  777. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  778. break;
  779. case CAST_DAMAGE:
  780. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  781. break;
  782. }
  783. //Set canact delay. [Skotlex]
  784. ud = unit_bl2ud(src);
  785. if (ud) {
  786. rate = skill_delayfix(src, skill, skilllv);
  787. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  788. ud->canact_tick = tick+rate;
  789. }
  790. break; //Only one auto skill comes off at a time.
  791. }
  792. }
  793. //Auto-script when attacking
  794. if(sd && src != bl && sd->autoscript[0].script) {
  795. int i;
  796. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  797. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  798. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  799. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  800. continue; // one or more trigger conditions were not fulfilled
  801. if (rand()%1000 > sd->autoscript[i].rate)
  802. continue;
  803. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  804. break; //Have only one script execute at a time.
  805. }
  806. }
  807. //Polymorph
  808. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  809. dstmd && !(tstatus->mode&MD_BOSS) &&
  810. (rand()%10000 < sd->classchange))
  811. {
  812. struct mob_db *mob;
  813. int class_;
  814. skill = 0;
  815. do {
  816. do {
  817. class_ = rand() % MAX_MOB_DB;
  818. } while (!mobdb_checkid(class_));
  819. rate = rand() % 1000000;
  820. mob = mob_db(class_);
  821. } while (
  822. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  823. (skill++) < 2000);
  824. if (skill < 2000)
  825. mob_class_change(dstmd,class_);
  826. }
  827. return 0;
  828. }
  829. /* Splitted off from skill_additional_effect, which is never called when the
  830. * attack skill kills the enemy. Place in this function counter status effects
  831. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  832. * from cards) that will take effect on the source, not the target. [Skotlex]
  833. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  834. * type of skills, so not every instance of skill_additional_effect needs a call
  835. * to this one.
  836. */
  837. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  838. {
  839. int rate;
  840. struct map_session_data *sd=NULL;
  841. struct map_session_data *dstsd=NULL;
  842. struct status_change *tsc;
  843. nullpo_retr(0, src);
  844. nullpo_retr(0, bl);
  845. if(skillid < 0) return 0;
  846. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  847. tsc = status_get_sc(bl);
  848. if (tsc && !tsc->count)
  849. tsc = NULL;
  850. sd = BL_CAST(BL_PC, src);
  851. dstsd = BL_CAST(BL_PC, bl);
  852. switch(skillid){
  853. case 0: //Normal Attack
  854. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  855. tsc->data[SC_KAAHI]->val4 = add_timer(
  856. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  857. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  858. break;
  859. case MO_EXTREMITYFIST:
  860. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  861. break;
  862. case GS_FULLBUSTER:
  863. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  864. break;
  865. case HFLI_SBR44: //[orn]
  866. case HVAN_EXPLOSION:
  867. if(src->type == BL_HOM){
  868. TBL_HOM *hd = (TBL_HOM*)src;
  869. hd->homunculus.intimacy = 200;
  870. if (hd->master)
  871. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  872. }
  873. break;
  874. }
  875. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  876. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  877. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  878. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  879. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  880. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  881. ){ //Soul Drain should only work on targetted spells [Skotlex]
  882. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  883. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  884. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  885. }
  886. if(dstsd && attack_type&BF_WEAPON)
  887. { //Counter effects.
  888. enum sc_type type;
  889. int i, time;
  890. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  891. {
  892. rate = dstsd->addeff2[i].rate;
  893. if (attack_type&BF_LONG)
  894. rate+=dstsd->addeff2[i].arrow_rate;
  895. if (!rate) continue;
  896. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  897. { //Trigger has range consideration.
  898. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  899. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  900. continue; //Range Failed.
  901. }
  902. type = dstsd->addeff2[i].id;
  903. time = skill_get_time2(status_sc2skill(type),7);
  904. if (dstsd->addeff2[i].flag&ATF_TARGET)
  905. status_change_start(src,type,rate,7,0,0,0,time,0);
  906. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  907. status_change_start(bl,type,rate,7,0,0,0,time,0);
  908. }
  909. }
  910. // Trigger counter-spells to retaliate against damage causing skills.
  911. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  912. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  913. {
  914. struct block_list *tbl;
  915. struct unit_data *ud;
  916. int i, skillid, skilllv, rate;
  917. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  918. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  919. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  920. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  921. continue; // one or more trigger conditions were not fulfilled
  922. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  923. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  924. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  925. rate = dstsd->autospell2[i].rate;
  926. if (attack_type&BF_LONG)
  927. rate>>=1;
  928. if (skillnotok(skillid, dstsd))
  929. continue;
  930. if (rand()%1000 > rate)
  931. continue;
  932. if (dstsd->autospell2[i].id < 0)
  933. tbl = bl;
  934. else
  935. tbl = src;
  936. switch (skill_get_casttype(skillid)) {
  937. case CAST_GROUND:
  938. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  939. break;
  940. case CAST_NODAMAGE:
  941. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  942. break;
  943. case CAST_DAMAGE:
  944. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  945. break;
  946. }
  947. //Set canact delay. [Skotlex]
  948. ud = unit_bl2ud(bl);
  949. if (ud) {
  950. rate = skill_delayfix(bl, skillid, skilllv);
  951. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  952. ud->canact_tick = tick+rate;
  953. }
  954. break; //trigger only one auto-spell per hit.
  955. }
  956. }
  957. //Auto-script when attacked
  958. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  959. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  960. {
  961. int i;
  962. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  963. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  964. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  965. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  966. continue; // one or more trigger conditions were not fulfilled
  967. if (rand()%1000 > dstsd->autoscript2[i].rate)
  968. continue;
  969. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  970. break; //Have only one script execute at a time.
  971. }
  972. }
  973. return 0;
  974. }
  975. /*=========================================================================
  976. Breaks equipment. On-non players causes the corresponding strip effect.
  977. - rate goes from 0 to 10000 (100.00%)
  978. - flag is a BCT_ flag to indicate which type of adjustment should be used
  979. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  980. --------------------------------------------------------------------------*/
  981. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  982. {
  983. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  984. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  985. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  986. struct status_change *sc = status_get_sc(bl);
  987. int i,j;
  988. TBL_PC *sd;
  989. sd = BL_CAST(BL_PC, bl);
  990. if (sc && !sc->count)
  991. sc = NULL;
  992. if (sd) {
  993. if (sd->unbreakable_equip)
  994. where &= ~sd->unbreakable_equip;
  995. if (sd->unbreakable)
  996. rate -= rate*sd->unbreakable/100;
  997. if (where&EQP_WEAPON) {
  998. switch (sd->status.weapon) {
  999. case W_FIST: //Bare fists should not break :P
  1000. case W_1HAXE:
  1001. case W_2HAXE:
  1002. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1003. case W_2HMACE:
  1004. case W_STAFF:
  1005. case W_2HSTAFF:
  1006. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1007. case W_HUUMA:
  1008. where &= ~EQP_WEAPON;
  1009. }
  1010. }
  1011. }
  1012. if (flag&BCT_ENEMY) {
  1013. if (battle_config.equip_skill_break_rate != 100)
  1014. rate = rate*battle_config.equip_skill_break_rate/100;
  1015. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1016. if (battle_config.equip_self_break_rate != 100)
  1017. rate = rate*battle_config.equip_self_break_rate/100;
  1018. }
  1019. for (i = 0; i < 4; i++) {
  1020. if (where&where_list[i]) {
  1021. if (sc && sc->count && sc->data[scdef[i]])
  1022. where&=~where_list[i];
  1023. else if (rand()%10000 >= rate)
  1024. where&=~where_list[i];
  1025. else if (!sd) //Cause Strip effect.
  1026. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1027. }
  1028. }
  1029. if (!where) //Nothing to break.
  1030. return 0;
  1031. if (sd) {
  1032. for (i = 0; i < EQI_MAX; i++) {
  1033. j = sd->equip_index[i];
  1034. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1035. continue;
  1036. flag = 0;
  1037. switch(i) {
  1038. case EQI_HEAD_TOP: //Upper Head
  1039. flag = (where&EQP_HELM);
  1040. break;
  1041. case EQI_ARMOR: //Body
  1042. flag = (where&EQP_ARMOR);
  1043. break;
  1044. case EQI_HAND_R: //Left/Right hands
  1045. case EQI_HAND_L:
  1046. flag = (
  1047. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1048. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1049. break;
  1050. default:
  1051. continue;
  1052. }
  1053. if (flag) {
  1054. sd->status.inventory[j].attribute = 1;
  1055. pc_unequipitem(sd, j, 3);
  1056. }
  1057. }
  1058. clif_equiplist(sd);
  1059. }
  1060. return where; //Return list of pieces broken.
  1061. }
  1062. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1063. {
  1064. struct status_change *sc;
  1065. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1066. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1067. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1068. int i;
  1069. if (rand()%100 >= rate)
  1070. return 0;
  1071. sc = status_get_sc(bl);
  1072. if (!sc)
  1073. return 0;
  1074. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1075. if (where&pos[i] && sc->data[sc_def[i]])
  1076. where&=~pos[i];
  1077. }
  1078. if (!where) return 0;
  1079. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1080. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1081. where&=~pos[i];
  1082. }
  1083. return where?1:0;
  1084. }
  1085. /*=========================================================================
  1086. Used to knock back players, monsters, traps, etc
  1087. - 'count' is the number of squares to knock back
  1088. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1089. - if 'flag&0x1', position update packets must not be sent.
  1090. -------------------------------------------------------------------------*/
  1091. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1092. {
  1093. int dx = 0, dy = 0, nx, ny;
  1094. int ret;
  1095. struct skill_unit* su = NULL;
  1096. nullpo_retr(0, src);
  1097. if (src != target && map_flag_gvg(target->m))
  1098. return 0; //No knocking back in WoE
  1099. if (count == 0)
  1100. return 0; //Actual knockback distance is 0.
  1101. switch (target->type)
  1102. {
  1103. case BL_MOB:
  1104. {
  1105. struct mob_data* md = BL_CAST(BL_MOB, target);
  1106. if( md->class_ == MOBID_EMPERIUM || md->barricade )
  1107. return 0;
  1108. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1109. return 0;
  1110. }
  1111. break;
  1112. case BL_PC:
  1113. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1114. return 0;
  1115. break;
  1116. case BL_SKILL:
  1117. su = (struct skill_unit *)target;
  1118. break;
  1119. }
  1120. if (direction == -1) // <optimized>: do the computation here instead of outside
  1121. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1122. if (direction >= 0 && direction < 8)
  1123. { // take the reversed 'direction' and reverse it
  1124. dx = -dirx[direction];
  1125. dy = -diry[direction];
  1126. }
  1127. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1128. nx = ret>>16;
  1129. ny = ret&0xffff;
  1130. if (!su)
  1131. unit_stop_walking(target,0);
  1132. dx = nx - target->x;
  1133. dy = ny - target->y;
  1134. if (!dx && !dy) //Could not knockback.
  1135. return 0;
  1136. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1137. if(su)
  1138. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1139. else
  1140. map_moveblock(target, nx, ny, gettick());
  1141. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1142. if(!(flag&0x1))
  1143. clif_blown(target);
  1144. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1145. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1146. return count; //Return amount of knocked back cells.
  1147. }
  1148. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1149. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1150. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1151. {
  1152. struct status_change *sc = status_get_sc(bl);
  1153. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1154. // item-based reflection
  1155. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1156. return 1;
  1157. // status-based reflection
  1158. if( !sc || sc->count == 0 )
  1159. return 0;
  1160. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1161. return 1;
  1162. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1163. {// Kaite only works against non-players if they are low-level.
  1164. clif_specialeffect(bl, 438, AREA);
  1165. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1166. status_change_end(bl, SC_KAITE, -1);
  1167. return 1;
  1168. }
  1169. return 0;
  1170. }
  1171. /*
  1172. * =========================================================================
  1173. * Does a skill attack with the given properties.
  1174. * src is the master behind the attack (player/mob/pet)
  1175. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1176. * bl is the target to be attacked.
  1177. * flag can hold a bunch of information:
  1178. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1179. * (usually holds number of targets, or just 1 for simple splash attacks)
  1180. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1181. * packet shouldn't display a skill animation)
  1182. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1183. * client (causes player characters to not scream skill name)
  1184. *-------------------------------------------------------------------------*/
  1185. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1186. {
  1187. struct Damage dmg;
  1188. struct status_data *sstatus, *tstatus;
  1189. struct status_change *sc;
  1190. struct map_session_data *sd, *tsd;
  1191. int type,damage,rdamage=0;
  1192. if(skillid > 0 && skilllv <= 0) return 0;
  1193. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1194. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1195. nullpo_retr(0, bl); //Target to be attacked.
  1196. if (src != dsrc) {
  1197. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1198. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1199. return 0;
  1200. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1201. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1202. if (!status_check_skilluse(src, bl, skillid, 2))
  1203. return 0;
  1204. }
  1205. sd = BL_CAST(BL_PC, src);
  1206. tsd = BL_CAST(BL_PC, bl);
  1207. sstatus = status_get_status_data(src);
  1208. tstatus = status_get_status_data(bl);
  1209. sc= status_get_sc(bl);
  1210. if (sc && !sc->count) sc = NULL; //Don't need it.
  1211. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1212. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1213. return 0;
  1214. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1215. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1216. return 0;
  1217. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1218. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1219. //Skotlex: Adjusted to the new system
  1220. if(src->type==BL_PET)
  1221. { // [Valaris]
  1222. struct pet_data *pd = (TBL_PET*)src;
  1223. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1224. {
  1225. int element = skill_get_ele(skillid, skilllv);
  1226. if (skillid == -1)
  1227. element = sstatus->rhw.ele;
  1228. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1229. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1230. else
  1231. dmg.damage= skilllv;
  1232. dmg.damage2=0;
  1233. dmg.div_= pd->a_skill->div_;
  1234. }
  1235. }
  1236. if (attack_type&BF_MAGIC) {
  1237. if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
  1238. { //Magic reflection, switch caster/target
  1239. struct block_list *tbl = bl;
  1240. bl = src;
  1241. src = tbl;
  1242. sd = BL_CAST(BL_PC, src);
  1243. tsd = BL_CAST(BL_PC, bl);
  1244. sc = status_get_sc(bl);
  1245. if (sc && !sc->count)
  1246. sc = NULL; //Don't need it.
  1247. //Spirit of Wizard blocks bounced back spells.
  1248. if (sc && sc->data[SC_SPIRIT] &&
  1249. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1250. {
  1251. //It should only consume once per skill casted. Val3 is the skill
  1252. //id and val4 is the ID of the damage src, this should account for
  1253. //ground spells (and single target spells will be completed on
  1254. //castend_id) [Skotlex]
  1255. if (tsd && !(
  1256. sc->data[SC_SPIRIT]->val3 == skillid &&
  1257. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1258. ) { //Check if you have stone to consume.
  1259. type = pc_search_inventory (tsd, 7321);
  1260. if (type >= 0)
  1261. pc_delitem(tsd, type, 1, 0);
  1262. } else
  1263. type = 0;
  1264. if (type >= 0) {
  1265. dmg.damage = dmg.damage2 = 0;
  1266. dmg.dmg_lv = ATK_FLEE;
  1267. sc->data[SC_SPIRIT]->val3 = skillid;
  1268. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1269. }
  1270. }
  1271. }
  1272. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1273. int sp = skill_get_sp(skillid,skilllv);
  1274. dmg.damage = dmg.damage2 = 0;
  1275. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1276. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1277. if(skillid == WZ_WATERBALL && skilllv > 1)
  1278. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1279. status_heal(bl, 0, sp, 2);
  1280. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1281. }
  1282. }
  1283. damage = dmg.damage + dmg.damage2;
  1284. if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1285. damage = 1;
  1286. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1287. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1288. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1289. //Skill hit type
  1290. type=(skillid==0)?5:skill_get_hit(skillid);
  1291. if(damage < dmg.div_
  1292. //Only skills that knockback even when they miss. [Skotlex]
  1293. && skillid != CH_PALMSTRIKE)
  1294. dmg.blewcount = 0;
  1295. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1296. if(battle_config.gx_disptype) dsrc = src;
  1297. if(src == bl) type = 4;
  1298. else flag|=SD_ANIMATION;
  1299. }
  1300. if(skillid == NJ_TATAMIGAESHI) {
  1301. dsrc = src; //For correct knockback.
  1302. flag|=SD_ANIMATION;
  1303. }
  1304. if(sd) {
  1305. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1306. if (sd->sc.data[SC_COMBO])
  1307. { //End combo state after skill is invoked. [Skotlex]
  1308. switch (skillid) {
  1309. case TK_TURNKICK:
  1310. case TK_STORMKICK:
  1311. case TK_DOWNKICK:
  1312. case TK_COUNTER:
  1313. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1314. { //Extend combo time.
  1315. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1316. sd->skilllv_old = skilllv;
  1317. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1318. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1319. sd->sc.data[SC_COMBO]->timer = add_timer(
  1320. tick+sd->sc.data[SC_COMBO]->val4,
  1321. status_change_timer, src->id, SC_COMBO);
  1322. break;
  1323. }
  1324. default:
  1325. status_change_end(src,SC_COMBO,-1);
  1326. }
  1327. }
  1328. switch(skillid)
  1329. {
  1330. case MO_TRIPLEATTACK:
  1331. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1332. flag=1;
  1333. break;
  1334. case MO_CHAINCOMBO:
  1335. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1336. flag=1;
  1337. break;
  1338. case MO_COMBOFINISH:
  1339. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1340. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1341. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1342. flag=1;
  1343. case CH_TIGERFIST:
  1344. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1345. flag=1;
  1346. case CH_CHAINCRUSH:
  1347. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1348. flag=1;
  1349. break;
  1350. case AC_DOUBLE:
  1351. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1352. pc_checkskill(sd, HT_POWER))
  1353. {
  1354. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1355. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1356. clif_combo_delay(src,2000);
  1357. }
  1358. break;
  1359. case TK_COUNTER:
  1360. { //bonus from SG_FRIEND [Komurka]
  1361. int level;
  1362. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1363. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1364. }
  1365. break;
  1366. case SL_STIN:
  1367. case SL_STUN:
  1368. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1369. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1370. break;
  1371. case GS_FULLBUSTER:
  1372. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1373. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1374. break;
  1375. } //Switch End
  1376. if (flag) { //Possible to chain
  1377. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1378. if (flag < 0) flag = 0;
  1379. flag += 300 * battle_config.combo_delay_rate/100;
  1380. sc_start(src,SC_COMBO,100,skillid,flag);
  1381. clif_combo_delay(src, flag);
  1382. }
  1383. }
  1384. //Display damage.
  1385. switch( skillid )
  1386. {
  1387. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1388. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1389. break;
  1390. //Skills that need be passed as a normal attack for the client to display correctly.
  1391. case HVAN_EXPLOSION:
  1392. case NPC_SELFDESTRUCTION:
  1393. if(src->type==BL_PC)
  1394. dmg.blewcount = 10;
  1395. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1396. // fall through
  1397. case KN_AUTOCOUNTER:
  1398. case NPC_CRITICALSLASH:
  1399. case TF_DOUBLE:
  1400. case GS_CHAINACTION:
  1401. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1402. break;
  1403. case AS_SPLASHER:
  1404. if( flag&SD_ANIMATION ) // the surrounding targets
  1405. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1406. else // the central target doesn't display an animation
  1407. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1408. break;
  1409. default:
  1410. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1411. type = 5;
  1412. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1413. break;
  1414. }
  1415. map_freeblock_lock();
  1416. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1417. && pc_checkskill(tsd,RG_PLAGIARISM)
  1418. && (!sc || !sc->data[SC_PRESERVE])
  1419. && damage < tsd->status.hp)
  1420. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1421. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1422. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1423. {
  1424. int lv = skilllv;
  1425. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1426. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1427. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1428. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1429. }
  1430. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1431. lv = type;
  1432. //kRO Update makes it impossible to copy skills beyond the skill_db max.
  1433. if ((type = skill_get_max(skillid)) < lv)
  1434. lv = type;
  1435. tsd->cloneskill_id = skillid;
  1436. tsd->status.skill[skillid].id = skillid;
  1437. tsd->status.skill[skillid].lv = lv;
  1438. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1439. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1440. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1441. clif_skillinfoblock(tsd);
  1442. }
  1443. }
  1444. if (skillid != WZ_SIGHTRASHER &&
  1445. skillid != WZ_SIGHTBLASTER &&
  1446. skillid != AC_SHOWER &&
  1447. skillid != SM_MAGNUM &&
  1448. bl->type == BL_SKILL && damage > 0) {
  1449. struct skill_unit* su = (struct skill_unit*)bl;
  1450. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1451. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1452. }
  1453. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1454. { //Skills with can't walk delay also stop normal attacking for that
  1455. //duration when the attack connects. [Skotlex]
  1456. struct unit_data *ud = unit_bl2ud(src);
  1457. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1458. ud->attackabletime = tick + type;
  1459. }
  1460. if (!dmg.amotion) {
  1461. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1462. if (damage > 0) {
  1463. if (!status_isdead(bl))
  1464. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1465. //Counter status effects [Skotlex]
  1466. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1467. }
  1468. }
  1469. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1470. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1471. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1472. {
  1473. int direction = -1; // default
  1474. switch(skillid)
  1475. {
  1476. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1477. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1478. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1479. }
  1480. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1481. }
  1482. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1483. if (dmg.amotion)
  1484. battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1485. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1486. int rate = 50 + skilllv * 5;
  1487. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1488. if(rand()%100 < rate)
  1489. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1490. }
  1491. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1492. if (battle_config.left_cardfix_to_right)
  1493. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1494. else
  1495. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1496. }
  1497. if (rdamage>0) {
  1498. if (dmg.amotion)
  1499. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1500. else
  1501. status_fix_damage(bl,src,rdamage,0);
  1502. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1503. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1504. if (tsd && src != bl)
  1505. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1506. skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1507. }
  1508. if (!(flag&2) &&
  1509. (
  1510. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1511. ) &&
  1512. (sc = status_get_sc(src)) &&
  1513. sc->data[SC_DOUBLECAST] &&
  1514. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1515. {
  1516. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1517. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1518. }
  1519. map_freeblock_unlock();
  1520. return damage;
  1521. }
  1522. /*==========================================
  1523. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1524. * flagについて?F16?i?を確認
  1525. * MSB <- 00fTffff ->LSB
  1526. * T =タ?ゲット選?用(BCT_*)
  1527. * ffff=自由に使用可能
  1528. * 0 =予約?B0に固定
  1529. *------------------------------------------*/
  1530. static int skill_area_temp[8];
  1531. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1532. int skill_area_sub (struct block_list *bl, va_list ap)
  1533. {
  1534. struct block_list *src;
  1535. int skill_id,skill_lv,flag;
  1536. unsigned int tick;
  1537. SkillFunc func;
  1538. nullpo_retr(0, bl);
  1539. nullpo_retr(0, ap);
  1540. src=va_arg(ap,struct block_list *);
  1541. skill_id=va_arg(ap,int);
  1542. skill_lv=va_arg(ap,int);
  1543. tick=va_arg(ap,unsigned int);
  1544. flag=va_arg(ap,int);
  1545. func=va_arg(ap,SkillFunc);
  1546. if(battle_check_target(src,bl,flag) > 0)
  1547. {
  1548. // several splash skills need this initial dummy packet to display correctly
  1549. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1550. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1551. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1552. skill_area_temp[2]++;
  1553. return func(src,bl,skill_id,skill_lv,tick,flag);
  1554. }
  1555. return 0;
  1556. }
  1557. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1558. {
  1559. struct skill_unit *unit;
  1560. int skillid,g_skillid;
  1561. unit = (struct skill_unit *)bl;
  1562. if(bl->prev == NULL || bl->type != BL_SKILL)
  1563. return 0;
  1564. if(!unit->alive)
  1565. return 0;
  1566. skillid = va_arg(ap,int);
  1567. g_skillid = unit->group->skill_id;
  1568. switch (skillid)
  1569. {
  1570. case MG_SAFETYWALL:
  1571. case AL_PNEUMA:
  1572. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1573. return 0;
  1574. break;
  1575. case AL_WARP:
  1576. case HT_SKIDTRAP:
  1577. case HT_LANDMINE:
  1578. case HT_ANKLESNARE:
  1579. case HT_SHOCKWAVE:
  1580. case HT_SANDMAN:
  1581. case HT_FLASHER:
  1582. case HT_FREEZINGTRAP:
  1583. case HT_BLASTMINE:
  1584. case HT_CLAYMORETRAP:
  1585. case HT_TALKIEBOX:
  1586. case HP_BASILICA:
  1587. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1588. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1589. return 0;
  1590. break;
  1591. default: //Avoid stacking with same kind of trap. [Skotlex]
  1592. if (g_skillid != skillid)
  1593. return 0;
  1594. break;
  1595. }
  1596. return 1;
  1597. }
  1598. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1599. {
  1600. //Non players do not check for the skill's splash-trigger area.
  1601. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1602. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1603. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1604. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1605. return 0;
  1606. }
  1607. range += layout_type;
  1608. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1609. }
  1610. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1611. {
  1612. int skillid;
  1613. if(bl->prev == NULL)
  1614. return 0;
  1615. if(status_isdead(bl))
  1616. return 0;
  1617. skillid = va_arg(ap,int);
  1618. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1619. return 0;
  1620. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1621. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1622. return 1;
  1623. }
  1624. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1625. {
  1626. int range, type;
  1627. switch (skillid) { // to be expanded later
  1628. case WZ_ICEWALL:
  1629. range = 2;
  1630. break;
  1631. default:
  1632. {
  1633. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1634. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1635. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1636. return 0;
  1637. }
  1638. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1639. }
  1640. break;
  1641. }
  1642. // if the caster is a monster/NPC, only check for players
  1643. // otherwise just check characters
  1644. if (bl->type == BL_PC)
  1645. type = BL_CHAR;
  1646. else
  1647. type = BL_PC;
  1648. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1649. x - range, y - range, x + range, y + range,
  1650. type, skillid);
  1651. }
  1652. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1653. {
  1654. struct map_session_data *sd;
  1655. int gid, id, strvit, agidex;
  1656. sd = (struct map_session_data *)bl;
  1657. id = va_arg(ap,int);
  1658. gid = va_arg(ap,int);
  1659. if (sd->status.guild_id != gid)
  1660. return 0;
  1661. if(id == sd->bl.id && battle_config.guild_aura&16)
  1662. return 0;
  1663. strvit = va_arg(ap,int);
  1664. agidex = va_arg(ap,int);
  1665. if (sd->sc.data[SC_GUILDAURA]) {
  1666. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1667. if (sce->val3 != strvit || sce->val4 != agidex) {
  1668. sce->val3 = strvit;
  1669. sce->val4 = agidex;
  1670. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1671. }
  1672. return 0;
  1673. }
  1674. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1675. return 1;
  1676. }
  1677. /*==========================================
  1678. * [orn]
  1679. * Checks that you have the requirements for casting a skill for homunculus.
  1680. * Flag:
  1681. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1682. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1683. *------------------------------------------*/
  1684. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1685. {
  1686. struct status_data *status;
  1687. TBL_PC * sd;
  1688. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1689. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1690. nullpo_retr(0, hd);
  1691. sd = hd->master;
  1692. if (lv <= 0) return 0;
  1693. status = &hd->battle_status;
  1694. //Code speedup, rather than using skill_get_* over and over again.
  1695. j = skill_get_index(skill);
  1696. if( j == 0 )
  1697. return 0;
  1698. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1699. return 0;
  1700. for(i = 0; i < 10; i++) {
  1701. itemid[i] = skill_db[j].itemid[i];
  1702. amount[i] = skill_db[j].amount[i];
  1703. }
  1704. hp = skill_db[j].hp[lv-1];
  1705. sp = skill_db[j].sp[lv-1];
  1706. hp_rate = skill_db[j].hp_rate[lv-1];
  1707. sp_rate = skill_db[j].sp_rate[lv-1];
  1708. state = skill_db[j].state;
  1709. mhp = skill_db[j].mhp[lv-1];
  1710. if(mhp > 0)
  1711. hp += (status->max_hp * mhp)/100;
  1712. if(hp_rate > 0)
  1713. hp += (status->hp * hp_rate)/100;
  1714. else
  1715. hp += (status->max_hp * (-hp_rate))/100;
  1716. if(sp_rate > 0)
  1717. sp += (status->sp * sp_rate)/100;
  1718. else
  1719. sp += (status->max_sp * (-sp_rate))/100;
  1720. switch(skill) { // Check for cost reductions due to skills & SCs
  1721. case HFLI_SBR44:
  1722. if(hd->homunculus.intimacy <= 200)
  1723. return 0;
  1724. break;
  1725. case HVAN_EXPLOSION:
  1726. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1727. return 0;
  1728. break;
  1729. }
  1730. if(!(type&2)){
  1731. if( hp>0 && status->hp <= (unsigned int)hp) {
  1732. clif_skill_fail(sd,skill,2,0);
  1733. return 0;
  1734. }
  1735. if( sp>0 && status->sp < (unsigned int)sp) {
  1736. clif_skill_fail(sd,skill,1,0);
  1737. return 0;
  1738. }
  1739. }
  1740. if (!type) //States are only checked on begin casting.
  1741. switch(state) {
  1742. case ST_MOVE_ENABLE:
  1743. if(!unit_can_move(&hd->bl)) {
  1744. clif_skill_fail(sd,skill,0,0);
  1745. return 0;
  1746. }
  1747. break;
  1748. }
  1749. if(!(type&1))
  1750. return 1;
  1751. // Check items and reduce required amounts
  1752. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1753. {
  1754. index[i] = -1;
  1755. if(itemid[i] <= 0)
  1756. continue;// no item
  1757. index[i] = pc_search_inventory(sd,itemid[i]);
  1758. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1759. {
  1760. clif_skill_fail(sd,skill,0,0);
  1761. return 0;
  1762. }
  1763. }
  1764. // Consume items
  1765. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1766. {
  1767. if(index[i] >= 0)
  1768. pc_delitem(sd,index[i],amount[i],0);
  1769. }
  1770. if(type&2)
  1771. return 1;
  1772. if(sp || hp)
  1773. status_zap(&hd->bl, hp, sp);
  1774. return 1;
  1775. }
  1776. /*==========================================
  1777. *
  1778. *------------------------------------------*/
  1779. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1780. {
  1781. return 1;
  1782. }
  1783. /*==========================================
  1784. *
  1785. *------------------------------------------*/
  1786. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1787. {
  1788. struct block_list *src = map_id2bl(id),*target;
  1789. struct unit_data *ud = unit_bl2ud(src);
  1790. struct skill_timerskill *skl = NULL;
  1791. int range;
  1792. nullpo_retr(0, src);
  1793. nullpo_retr(0, ud);
  1794. skl = ud->skilltimerskill[data];
  1795. nullpo_retr(0, skl);
  1796. ud->skilltimerskill[data] = NULL;
  1797. do {
  1798. if(src->prev == NULL)
  1799. break;
  1800. if(skl->target_id) {
  1801. target = map_id2bl(skl->target_id);
  1802. if(!target && skl->skill_id == RG_INTIMIDATE)
  1803. target = src; //Required since it has to warp.
  1804. if(target == NULL)
  1805. break;
  1806. if(target->prev == NULL)
  1807. break;
  1808. if(src->m != target->m)
  1809. break;
  1810. if(status_isdead(src))
  1811. break;
  1812. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1813. break;
  1814. switch(skl->skill_id) {
  1815. case RG_INTIMIDATE:
  1816. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1817. short x,y;
  1818. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1819. if (target != src && !status_isdead(target))
  1820. unit_warp(target, -1, x, y, 3);
  1821. }
  1822. break;
  1823. case BA_FROSTJOKER:
  1824. case DC_SCREAM:
  1825. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1826. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1827. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1828. break;
  1829. case WZ_WATERBALL:
  1830. if (!status_isdead(target))
  1831. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1832. if (skl->type>1 && !status_isdead(target)) {
  1833. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1834. } else {
  1835. struct status_change *sc = status_get_sc(src);
  1836. if(sc) {
  1837. if(sc->data[SC_MAGICPOWER])
  1838. status_change_end(src,SC_MAGICPOWER,-1);
  1839. if(sc->data[SC_SPIRIT] &&
  1840. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1841. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1842. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1843. }
  1844. }
  1845. break;
  1846. default:
  1847. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1848. break;
  1849. }
  1850. }
  1851. else {
  1852. if(src->m != skl->map)
  1853. break;
  1854. switch(skl->skill_id) {
  1855. case WZ_METEOR:
  1856. if(skl->type >= 0) {
  1857. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1858. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1859. }
  1860. else
  1861. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1862. break;
  1863. }
  1864. }
  1865. } while (0);
  1866. //Free skl now that it is no longer needed.
  1867. ers_free(skill_timer_ers, skl);
  1868. return 0;
  1869. }
  1870. /*==========================================
  1871. *
  1872. *------------------------------------------*/
  1873. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1874. {
  1875. int i;
  1876. struct unit_data *ud;
  1877. nullpo_retr(1, src);
  1878. ud = unit_bl2ud(src);
  1879. nullpo_retr(1, ud);
  1880. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1881. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1882. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1883. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1884. ud->skilltimerskill[i]->src_id = src->id;
  1885. ud->skilltimerskill[i]->target_id = target;
  1886. ud->skilltimerskill[i]->skill_id = skill_id;
  1887. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1888. ud->skilltimerskill[i]->map = src->m;
  1889. ud->skilltimerskill[i]->x = x;
  1890. ud->skilltimerskill[i]->y = y;
  1891. ud->skilltimerskill[i]->type = type;
  1892. ud->skilltimerskill[i]->flag = flag;
  1893. return 0;
  1894. }
  1895. /*==========================================
  1896. *
  1897. *------------------------------------------*/
  1898. int skill_cleartimerskill (struct block_list *src)
  1899. {
  1900. int i;
  1901. struct unit_data *ud;
  1902. nullpo_retr(0, src);
  1903. ud = unit_bl2ud(src);
  1904. nullpo_retr(0, ud);
  1905. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1906. if(ud->skilltimerskill[i]) {
  1907. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1908. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1909. ud->skilltimerskill[i]=NULL;
  1910. }
  1911. }
  1912. return 1;
  1913. }
  1914. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1915. {
  1916. TBL_SKILL *su = (TBL_SKILL*)bl;
  1917. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1918. { //Reveal trap.
  1919. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1920. //clif_changetraplook(bl, su->group->unit_id);
  1921. clif_skill_setunit(su);
  1922. return 1;
  1923. }
  1924. return 0;
  1925. }
  1926. /*==========================================
  1927. *
  1928. *
  1929. *------------------------------------------*/
  1930. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1931. {
  1932. struct map_session_data *sd = NULL, *tsd = NULL;
  1933. struct status_data *tstatus;
  1934. struct status_change *sc;
  1935. if (skillid > 0 && skilllv <= 0) return 0;
  1936. nullpo_retr(1, src);
  1937. nullpo_retr(1, bl);
  1938. if (src->m != bl->m)
  1939. return 1;
  1940. if (bl->prev == NULL)
  1941. return 1;
  1942. sd = BL_CAST(BL_PC, src);
  1943. tsd = BL_CAST(BL_PC, bl);
  1944. if (status_isdead(bl))
  1945. return 1;
  1946. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1947. { //GTB makes all targetted magic display miss with a single bolt.
  1948. sc_type sct = status_skill2sc(skillid);
  1949. if(sct != SC_NONE)
  1950. status_change_end(bl, sct, -1);
  1951. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1952. return 1;
  1953. }
  1954. sc = status_get_sc(src);
  1955. if (sc && !sc->count)
  1956. sc = NULL; //Unneeded
  1957. tstatus = status_get_status_data(bl);
  1958. map_freeblock_lock();
  1959. switch(skillid)
  1960. {
  1961. case SM_BASH:
  1962. case MC_MAMMONITE:
  1963. case TF_DOUBLE:
  1964. case AC_DOUBLE:
  1965. case AS_SONICBLOW:
  1966. case KN_PIERCE:
  1967. case KN_SPEARBOOMERANG:
  1968. case TF_POISON:
  1969. case TF_SPRINKLESAND:
  1970. case AC_CHARGEARROW:
  1971. case RG_INTIMIDATE:
  1972. case AM_ACIDTERROR:
  1973. case BA_MUSICALSTRIKE:
  1974. case DC_THROWARROW:
  1975. case BA_DISSONANCE:
  1976. case CR_HOLYCROSS:
  1977. case NPC_DARKCROSS:
  1978. case CR_SHIELDCHARGE:
  1979. case CR_SHIELDBOOMERANG:
  1980. case NPC_PIERCINGATT:
  1981. case NPC_MENTALBREAKER:
  1982. case NPC_RANGEATTACK:
  1983. case NPC_CRITICALSLASH:
  1984. case NPC_COMBOATTACK:
  1985. case NPC_GUIDEDATTACK:
  1986. case NPC_POISON:
  1987. case NPC_RANDOMATTACK:
  1988. case NPC_WATERATTACK:
  1989. case NPC_GROUNDATTACK:
  1990. case NPC_FIREATTACK:
  1991. case NPC_WINDATTACK:
  1992. case NPC_POISONATTACK:
  1993. case NPC_HOLYATTACK:
  1994. case NPC_DARKNESSATTACK:
  1995. case NPC_TELEKINESISATTACK:
  1996. case NPC_UNDEADATTACK:
  1997. case NPC_ARMORBRAKE:
  1998. case NPC_WEAPONBRAKER:
  1999. case NPC_HELMBRAKE:
  2000. case NPC_SHIELDBRAKE:
  2001. case NPC_BLINDATTACK:
  2002. case NPC_SILENCEATTACK:
  2003. case NPC_STUNATTACK:
  2004. case NPC_PETRIFYATTACK:
  2005. case NPC_CURSEATTACK:
  2006. case NPC_SLEEPATTACK:
  2007. case LK_AURABLADE:
  2008. case LK_SPIRALPIERCE:
  2009. case LK_HEADCRUSH:
  2010. case CG_ARROWVULCAN:
  2011. case HW_MAGICCRASHER:
  2012. case ITM_TOMAHAWK:
  2013. case MO_TRIPLEATTACK:
  2014. case CH_CHAINCRUSH:
  2015. case CH_TIGERFIST:
  2016. case PA_SHIELDCHAIN: // Shield Chain
  2017. case PA_SACRIFICE:
  2018. case WS_CARTTERMINATION: // Cart Termination
  2019. case AS_VENOMKNIFE:
  2020. case HT_PHANTASMIC:
  2021. case HT_POWER:
  2022. case TK_DOWNKICK:
  2023. case TK_COUNTER:
  2024. case GS_CHAINACTION:
  2025. case GS_TRIPLEACTION:
  2026. case GS_MAGICALBULLET:
  2027. case GS_TRACKING:
  2028. case GS_PIERCINGSHOT:
  2029. case GS_RAPIDSHOWER:
  2030. case GS_DUST:
  2031. case GS_DISARM: // Added disarm. [Reddozen]
  2032. case GS_FULLBUSTER:
  2033. case NJ_SYURIKEN:
  2034. case NJ_KUNAI:
  2035. case ASC_BREAKER:
  2036. case HFLI_MOON: //[orn]
  2037. case HFLI_SBR44: //[orn]
  2038. case NPC_BLEEDING:
  2039. case NPC_CRITICALWOUND:
  2040. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2041. break;
  2042. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2043. switch( rand()%6 ){
  2044. case 0: flag |= BREAK_ANKLE; break;
  2045. case 1: flag |= BREAK_WRIST; break;
  2046. case 2: flag |= BREAK_KNEE; break;
  2047. case 3: flag |= BREAK_SHOULDER; break;
  2048. case 4: flag |= BREAK_WAIST; break;
  2049. case 5: flag |= BREAK_NECK; break;
  2050. }
  2051. //TODO: is there really no cleaner way to do this?
  2052. sc = status_get_sc(bl);
  2053. if (sc) sc->jb_flag = flag;
  2054. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2055. break;
  2056. case MO_COMBOFINISH:
  2057. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2058. { //Becomes a splash attack when Soul Linked.
  2059. map_foreachinrange(skill_area_sub, bl,
  2060. skill_get_splash(skillid, skilllv),splash_target(src),
  2061. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2062. skill_castend_damage_id);
  2063. } else
  2064. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2065. break;
  2066. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2067. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2068. skill_area_temp[1] = 0;
  2069. map_foreachinrange(skill_attack_area, src,
  2070. skill_get_splash(skillid, skilllv), splash_target(src),
  2071. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2072. break;
  2073. case KN_CHARGEATK:
  2074. {
  2075. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2076. unsigned int dist = distance_bl(src, bl);
  2077. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2078. // teleport to target (if not on WoE grounds)
  2079. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2080. clif_slide(src, bl->x, bl->y);
  2081. // cause damage and knockback if the path to target was a straight one
  2082. if( path )
  2083. {
  2084. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2085. skill_blown(src, bl, dist, dir, 0);
  2086. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2087. // make the caster look in the direction of the target
  2088. unit_setdir(src, (dir+4)%8);
  2089. }
  2090. }
  2091. break;
  2092. case TK_JUMPKICK:
  2093. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2094. if (unit_movepos(src, bl->x, bl->y, 1, 1)) //Should not jump over objects and cliffs
  2095. clif_slide(src,bl->x,bl->y);
  2096. break;
  2097. case SN_SHARPSHOOTING:
  2098. case NJ_KAMAITACHI:
  2099. //It won't shoot through walls since on castend there has to be a direct
  2100. //line of sight between caster and target.
  2101. skill_area_temp[1] = bl->id;
  2102. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2103. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2104. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2105. break;
  2106. case NPC_ACIDBREATH:
  2107. case NPC_DARKNESSBREATH:
  2108. case NPC_FIREBREATH:
  2109. case NPC_ICEBREATH:
  2110. case NPC_THUNDERBREATH:
  2111. skill_area_temp[1] = bl->id;
  2112. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2113. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2114. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2115. break;
  2116. case MO_INVESTIGATE:
  2117. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2118. if (sc && sc->data[SC_BLADESTOP])
  2119. status_change_end(src,SC_BLADESTOP,-1);
  2120. break;
  2121. case RG_BACKSTAP:
  2122. {
  2123. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2124. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2125. if (sc && sc->data[SC_HIDING])
  2126. status_change_end(src, SC_HIDING, -1);
  2127. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2128. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2129. unit_setdir(bl,dir);
  2130. }
  2131. else if (sd)
  2132. clif_skill_fail(sd,skillid,0,0);
  2133. }
  2134. break;
  2135. case MO_FINGEROFFENSIVE:
  2136. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2137. if (battle_config.finger_offensive_type && sd) {
  2138. int i;
  2139. for (i = 1; i < sd->spiritball_old; i++)
  2140. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2141. }
  2142. if (sc && sc->data[SC_BLADESTOP])
  2143. status_change_end(src,SC_BLADESTOP,-1);
  2144. break;
  2145. case MO_CHAINCOMBO:
  2146. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2147. if (sc && sc->data[SC_BLADESTOP])
  2148. status_change_end(src,SC_BLADESTOP,-1);
  2149. break;
  2150. case NJ_ISSEN:
  2151. status_change_end(src,SC_NEN,-1);
  2152. status_change_end(src,SC_HIDING,-1);
  2153. // fall through
  2154. case MO_EXTREMITYFIST:
  2155. if( skillid == MO_EXTREMITYFIST )
  2156. {
  2157. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2158. status_change_end(src,SC_BLADESTOP,-1);
  2159. }
  2160. //Client expects you to move to target regardless of distance
  2161. {
  2162. struct unit_data *ud = unit_bl2ud(src);
  2163. short dx,dy;
  2164. int i,speed;
  2165. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2166. dx = bl->x - src->x;
  2167. dy = bl->y - src->y;
  2168. if (dx < 0) dx-=i;
  2169. else if (dx > 0) dx+=i;
  2170. if (dy < 0) dy-=i;
  2171. else if (dy > 0) dy+=i;
  2172. if (!dx && !dy) dy++;
  2173. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2174. {
  2175. dx = bl->x;
  2176. dy = bl->y;
  2177. } else {
  2178. dx = src->x + dx;
  2179. dy = src->y + dy;
  2180. }
  2181. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2182. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2183. //Increase can't walk delay to not alter your walk path
  2184. ud->canmove_tick = tick;
  2185. speed = status_get_speed(src);
  2186. for (i = 0; i < ud->walkpath.path_len; i ++)
  2187. {
  2188. if(ud->walkpath.path[i]&1)
  2189. ud->canmove_tick+=7*speed/5;
  2190. else
  2191. ud->canmove_tick+=speed;
  2192. }
  2193. }
  2194. }
  2195. break;
  2196. //Splash attack skills.
  2197. case AS_GRIMTOOTH:
  2198. case MC_CARTREVOLUTION:
  2199. case NPC_SPLASHATTACK:
  2200. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2201. case AS_SPLASHER:
  2202. case SM_MAGNUM:
  2203. case HT_BLITZBEAT:
  2204. case AC_SHOWER:
  2205. case MG_NAPALMBEAT:
  2206. case MG_FIREBALL:
  2207. case RG_RAID:
  2208. case HW_NAPALMVULCAN:
  2209. case NJ_HUUMA:
  2210. case NJ_BAKUENRYU:
  2211. case ASC_METEORASSAULT:
  2212. case GS_DESPERADO:
  2213. case GS_SPREADATTACK:
  2214. case NPC_EARTHQUAKE:
  2215. case NPC_PULSESTRIKE:
  2216. case NPC_HELLJUDGEMENT:
  2217. if( flag&1 )
  2218. { //Recursive invocation
  2219. // skill_area_temp[0] holds number of targets in area
  2220. // skill_area_temp[1] holds the id of the original target
  2221. // skill_area_temp[2] counts how many targets have already been processed
  2222. int sflag = skill_area_temp[0] & 0xFFF;
  2223. if( flag&SD_LEVEL )
  2224. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2225. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2226. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2227. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2228. }
  2229. else
  2230. {
  2231. if ( skillid == NJ_BAKUENRYU )
  2232. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2233. skill_area_temp[0] = 0;
  2234. skill_area_temp[1] = bl->id;
  2235. skill_area_temp[2] = 0;
  2236. // if skill damage should be split among targets, count them
  2237. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2238. //special case: Venom Splasher uses a different range for searching than for splashing
  2239. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2240. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2241. // recursive invocation of skill_castend_damage_id() with flag|1
  2242. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2243. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2244. if (skillid == SM_MAGNUM) {
  2245. //Initiate 10% of your damage becomes fire element.
  2246. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2247. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2248. }
  2249. }
  2250. break;
  2251. case KN_BRANDISHSPEAR:
  2252. //Coded apart for it needs the flag passed to the damage calculation.
  2253. if (skill_area_temp[1] != bl->id)
  2254. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2255. else
  2256. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2257. break;
  2258. case KN_BOWLINGBASH:
  2259. if(flag&1){
  2260. if(bl->id==skill_area_temp[1])
  2261. break;
  2262. //two hits for 500%
  2263. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2264. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2265. } else {
  2266. int i,c;
  2267. c = skill_get_blewcount(skillid,skilllv);
  2268. // keep moving target in the direction that src is looking, square by square
  2269. for(i=0;i<c;i++){
  2270. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2271. break; //Can't knockback
  2272. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2273. if( skill_area_temp[0] > 1 ) break; // collision
  2274. }
  2275. clif_blown(bl); //Update target pos.
  2276. if (i!=c) { //Splash
  2277. skill_area_temp[1] = bl->id;
  2278. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2279. }
  2280. //Weirdo dual-hit property, two attacks for 500%
  2281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2282. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2283. }
  2284. break;
  2285. case KN_SPEARSTAB:
  2286. if(flag&1) {
  2287. if (bl->id==skill_area_temp[1])
  2288. break;
  2289. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2290. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2291. } else {
  2292. int x=bl->x,y=bl->y,i,dir;
  2293. dir = map_calc_dir(bl,src->x,src->y);
  2294. skill_area_temp[1] = bl->id;
  2295. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2296. // all the enemies between the caster and the target are hit, as well as the target
  2297. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2298. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2299. for (i=0;i<4;i++) {
  2300. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2301. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2302. x += dirx[dir];
  2303. y += diry[dir];
  2304. }
  2305. }
  2306. break;
  2307. case TK_TURNKICK:
  2308. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2309. {
  2310. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2311. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2312. map_foreachinrange(skill_area_sub,bl,
  2313. skill_get_splash(skillid, skilllv),BL_CHAR,
  2314. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2315. skill_castend_nodamage_id);
  2316. }
  2317. break;
  2318. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2319. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2320. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2321. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2322. break;
  2323. case PR_TURNUNDEAD:
  2324. case ALL_RESURRECTION:
  2325. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2326. break;
  2327. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2328. break;
  2329. case MG_SOULSTRIKE:
  2330. case NPC_DARKSTRIKE:
  2331. case MG_COLDBOLT:
  2332. case MG_FIREBOLT:
  2333. case MG_LIGHTNINGBOLT:
  2334. case WZ_EARTHSPIKE:
  2335. case AL_HEAL:
  2336. case AL_HOLYLIGHT:
  2337. case WZ_JUPITEL:
  2338. case NPC_DARKTHUNDER:
  2339. case PR_ASPERSIO:
  2340. case MG_FROSTDIVER:
  2341. case WZ_SIGHTBLASTER:
  2342. case WZ_SIGHTRASHER:
  2343. case NJ_KOUENKA:
  2344. case NJ_HYOUSENSOU:
  2345. case NJ_HUUJIN:
  2346. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2347. break;
  2348. case NPC_MAGICALATTACK:
  2349. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2350. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2351. break;
  2352. case HVAN_CAPRICE: //[blackhole89]
  2353. {
  2354. int ran=rand()%4;
  2355. int sid = 0;
  2356. switch(ran)
  2357. {
  2358. case 0: sid=MG_COLDBOLT; break;
  2359. case 1: sid=MG_FIREBOLT; break;
  2360. case 2: sid=MG_LIGHTNINGBOLT; break;
  2361. case 3: sid=WZ_EARTHSPIKE; break;
  2362. }
  2363. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2364. }
  2365. break;
  2366. case WZ_WATERBALL:
  2367. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2368. {
  2369. int range = skilllv/2;
  2370. int size = 2*range + 1;
  2371. int count = 0;
  2372. if( src->type == BL_PC )
  2373. {// count the number of water cells in range
  2374. struct skill_unit* unit;
  2375. int x, y;
  2376. for( y = src->y - range; y <= src->y + range; ++y )
  2377. for( x = src->x - range; x <= src->x + range; ++x )
  2378. {
  2379. if( map_getcell(src->m,x,y,CELL_CHKWATER) )
  2380. count++; // natural water cell
  2381. else
  2382. if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
  2383. || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2384. {
  2385. count++; // skill-induced water cell
  2386. skill_delunit(unit); // consume cell
  2387. }
  2388. }
  2389. }
  2390. else // non-players bypass the water requirement
  2391. count = size*size;
  2392. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2393. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2394. }
  2395. break;
  2396. case PR_BENEDICTIO:
  2397. //Should attack undead and demons. [Skotlex]
  2398. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2399. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2400. break;
  2401. case SL_SMA:
  2402. if (sc && sc->data[SC_SMA])
  2403. status_change_end(src,SC_SMA,-1);
  2404. case SL_STIN:
  2405. case SL_STUN:
  2406. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2407. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2408. clif_skill_fail(sd,skillid,0,0);
  2409. break;
  2410. }
  2411. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2412. break;
  2413. case NPC_DARKBREATH:
  2414. clif_emotion(src,7);
  2415. case SN_FALCONASSAULT:
  2416. case PA_PRESSURE:
  2417. case CR_ACIDDEMONSTRATION:
  2418. case TF_THROWSTONE:
  2419. case NPC_SMOKING:
  2420. case GS_FLING:
  2421. case NJ_ZENYNAGE:
  2422. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2423. break;
  2424. case HVAN_EXPLOSION:
  2425. case NPC_SELFDESTRUCTION:
  2426. if (src != bl)
  2427. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2428. break;
  2429. // Celest
  2430. case PF_SOULBURN:
  2431. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2432. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2433. if (skilllv == 5)
  2434. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2435. status_percent_damage(src, bl, 0, 100, false);
  2436. } else {
  2437. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2438. if (skilllv == 5)
  2439. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2440. status_percent_damage(src, src, 0, 100, false);
  2441. }
  2442. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2443. break;
  2444. case NPC_BLOODDRAIN:
  2445. case NPC_ENERGYDRAIN:
  2446. {
  2447. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2448. src, src, bl, skillid, skilllv, tick, flag);
  2449. if (heal > 0){
  2450. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2451. status_heal(src, heal, 0, 0);
  2452. }
  2453. }
  2454. break;
  2455. case GS_BULLSEYE:
  2456. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2457. break;
  2458. case NJ_KASUMIKIRI:
  2459. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2460. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2461. break;
  2462. case NJ_KIRIKAGE:
  2463. if (!map_flag_gvg(src->m))
  2464. { //You don't move on GVG grounds.
  2465. short x, y;
  2466. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2467. if (unit_movepos(src, x, y, 0, 0))
  2468. clif_slide(src,src->x,src->y);
  2469. }
  2470. if (sc && sc->data[SC_HIDING])
  2471. status_change_end(src, SC_HIDING, -1);
  2472. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2473. break;
  2474. case 0:
  2475. if(sd) {
  2476. if (flag & 3){
  2477. if (bl->id != skill_area_temp[1])
  2478. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2479. } else {
  2480. skill_area_temp[1] = bl->id;
  2481. map_foreachinrange(skill_area_sub, bl,
  2482. sd->splash_range, BL_CHAR,
  2483. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2484. skill_castend_damage_id);
  2485. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2486. }
  2487. }
  2488. break;
  2489. default:
  2490. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2491. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2492. 0, abs(skill_get_num(skillid, skilllv)),
  2493. skillid, skilllv, skill_get_hit(skillid));
  2494. map_freeblock_unlock();
  2495. return 1;
  2496. }
  2497. map_freeblock_unlock();
  2498. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2499. battle_consume_ammo(sd, skillid, skilllv);
  2500. return 0;
  2501. }
  2502. /*==========================================
  2503. *
  2504. *------------------------------------------*/
  2505. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2506. {
  2507. struct map_session_data *sd;
  2508. struct homun_data *hd;
  2509. struct map_session_data *dstsd;
  2510. struct status_data *sstatus, *tstatus;
  2511. struct status_change *tsc;
  2512. struct status_change_entry *tsce;
  2513. struct mob_data *md;
  2514. struct mob_data *dstmd;
  2515. int i;
  2516. enum sc_type type;
  2517. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2518. nullpo_retr(1, src);
  2519. nullpo_retr(1, bl);
  2520. if (src->m != bl->m)
  2521. return 1;
  2522. sd = BL_CAST(BL_PC, src);
  2523. hd = BL_CAST(BL_HOM, src);
  2524. md = BL_CAST(BL_MOB, src);
  2525. dstsd = BL_CAST(BL_PC, bl);
  2526. dstmd = BL_CAST(BL_MOB, bl);
  2527. if(bl->prev == NULL)
  2528. return 1;
  2529. if(status_isdead(src))
  2530. return 1;
  2531. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2532. return 1;
  2533. tstatus = status_get_status_data(bl);
  2534. sstatus = status_get_status_data(src);
  2535. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2536. switch (skillid) {
  2537. case HLIF_HEAL: //[orn]
  2538. if (bl->type != BL_HOM) {
  2539. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2540. break ;
  2541. }
  2542. case AL_HEAL:
  2543. case ALL_RESURRECTION:
  2544. case PR_ASPERSIO:
  2545. //Apparently only player casted skills can be offensive like this.
  2546. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2547. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2548. //Offensive heal does not works on non-enemies. [Skotlex]
  2549. clif_skill_fail(sd,skillid,0,0);
  2550. return 0;
  2551. }
  2552. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2553. }
  2554. break;
  2555. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2556. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2557. default:
  2558. //Skill is actually ground placed.
  2559. if (src == bl && skill_get_unit_id(skillid,0))
  2560. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2561. }
  2562. type = status_skill2sc(skillid);
  2563. tsc = status_get_sc(bl);
  2564. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2565. if (src!=bl && type > -1 &&
  2566. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2567. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2568. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2569. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2570. map_freeblock_lock();
  2571. switch(skillid)
  2572. {
  2573. case HLIF_HEAL: //[orn]
  2574. case AL_HEAL:
  2575. {
  2576. int heal = skill_calc_heal(src, bl, skilllv);
  2577. int heal_get_jobexp;
  2578. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2579. heal=0;
  2580. if (sd) {
  2581. if ((i = pc_skillheal_bonus(sd, skillid)))
  2582. heal += heal * i / 100;
  2583. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2584. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2585. heal = heal*2;
  2586. }
  2587. if (tsc && tsc->count)
  2588. {
  2589. if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)
  2590. ) { //Bounce back heal
  2591. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2592. status_change_end(bl, SC_KAITE, -1);
  2593. if (src == bl)
  2594. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2595. else {
  2596. bl = src;
  2597. dstsd = sd;
  2598. }
  2599. } else
  2600. if (tsc->data[SC_BERSERK])
  2601. heal = 0; //Needed so that it actually displays 0 when healing.
  2602. }
  2603. heal_get_jobexp = status_heal(bl,heal,0,0);
  2604. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2605. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2606. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2607. if (heal_get_jobexp <= 0)
  2608. heal_get_jobexp = 1;
  2609. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2610. }
  2611. }
  2612. break;
  2613. case PR_REDEMPTIO:
  2614. if (sd && !(flag&1)) {
  2615. if (sd->status.party_id == 0) {
  2616. clif_skill_fail(sd,skillid,0,0);
  2617. break;
  2618. }
  2619. skill_area_temp[0] = 0;
  2620. party_foreachsamemap(skill_area_sub,
  2621. sd,skill_get_splash(skillid, skilllv),
  2622. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2623. skill_castend_nodamage_id);
  2624. if (skill_area_temp[0] == 0) {
  2625. clif_skill_fail(sd,skillid,0,0);
  2626. break;
  2627. }
  2628. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2629. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2630. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2631. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2632. clif_updatestatus(sd,SP_BASEEXP);
  2633. clif_updatestatus(sd,SP_JOBEXP);
  2634. }
  2635. status_set_hp(src, 1, 0);
  2636. status_set_sp(src, 0, 0);
  2637. break;
  2638. } else if (status_isdead(bl) && flag&1) { //Revive
  2639. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2640. skilllv = 3; //Resurrection level 3 is used
  2641. } else //Invalid target, skip resurrection.
  2642. break;
  2643. case ALL_RESURRECTION:
  2644. if(sd && map_flag_gvg(bl->m))
  2645. { //No reviving in WoE grounds!
  2646. clif_skill_fail(sd,skillid,0,0);
  2647. break;
  2648. }
  2649. if (!status_isdead(bl))
  2650. break;
  2651. {
  2652. int per = 0, sper = 0;
  2653. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2654. break;
  2655. switch(skilllv){
  2656. case 1: per=10; break;
  2657. case 2: per=30; break;
  2658. case 3: per=50; break;
  2659. case 4: per=80; break;
  2660. }
  2661. if(dstsd && dstsd->special_state.restart_full_recover)
  2662. per = sper = 100;
  2663. if (status_revive(bl, per, sper))
  2664. {
  2665. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2666. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2667. {
  2668. int exp = 0,jexp = 0;
  2669. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2670. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2671. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2672. if (exp < 1) exp = 1;
  2673. }
  2674. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2675. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2676. if (jexp < 1) jexp = 1;
  2677. }
  2678. if(exp > 0 || jexp > 0)
  2679. pc_gainexp (sd, bl, exp, jexp);
  2680. }
  2681. }
  2682. }
  2683. break;
  2684. case AL_DECAGI:
  2685. clif_skill_nodamage (src, bl, skillid, skilllv,
  2686. sc_start(bl, type,
  2687. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2688. skilllv, skill_get_time(skillid,skilllv)));
  2689. break;
  2690. case AL_CRUCIS:
  2691. if (flag&1)
  2692. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2693. else {
  2694. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2695. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2696. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2697. }
  2698. break;
  2699. case PR_LEXDIVINA:
  2700. if (tsce) {
  2701. status_change_end(bl,type, -1);
  2702. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2703. } else
  2704. clif_skill_nodamage (src, bl, skillid, skilllv,
  2705. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2706. break;
  2707. case SA_ABRACADABRA:
  2708. {
  2709. int abra_skillid = 0, abra_skilllv;
  2710. do {
  2711. i = rand() % MAX_SKILL_ABRA_DB;
  2712. abra_skillid = skill_abra_db[i].skillid;
  2713. } while (abra_skillid == 0 ||
  2714. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2715. rand()%10000 >= skill_abra_db[i].per
  2716. );
  2717. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2718. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2719. if( sd )
  2720. {// player-casted
  2721. sd->state.abra_flag = 1;
  2722. sd->skillitem = abra_skillid;
  2723. sd->skillitemlv = abra_skilllv;
  2724. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2725. }
  2726. else
  2727. {// mob-casted
  2728. struct unit_data *ud = unit_bl2ud(src);
  2729. int inf = skill_get_inf(abra_skillid);
  2730. int target_id = 0;
  2731. if (!ud) break;
  2732. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2733. if (src->type == BL_PET)
  2734. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2735. if (!bl) bl = src;
  2736. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2737. } else { //Assume offensive skills
  2738. if (ud->target)
  2739. target_id = ud->target;
  2740. else switch (src->type) {
  2741. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2742. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2743. }
  2744. if (!target_id)
  2745. break;
  2746. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2747. bl = map_id2bl(target_id);
  2748. if (!bl) bl = src;
  2749. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2750. } else
  2751. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2752. }
  2753. }
  2754. }
  2755. break;
  2756. case SA_COMA:
  2757. clif_skill_nodamage(src,bl,skillid,skilllv,
  2758. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2759. break;
  2760. case SA_FULLRECOVERY:
  2761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2762. if (status_isimmune(bl))
  2763. break;
  2764. status_percent_heal(bl, 100, 100);
  2765. break;
  2766. case SA_SUMMONMONSTER:
  2767. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2768. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2769. break;
  2770. case SA_LEVELUP:
  2771. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2772. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2773. break;
  2774. case SA_INSTANTDEATH:
  2775. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2776. status_set_hp(bl,1,0);
  2777. break;
  2778. case SA_QUESTION:
  2779. case SA_GRAVITY:
  2780. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2781. break;
  2782. case SA_CLASSCHANGE:
  2783. case SA_MONOCELL:
  2784. if (dstmd)
  2785. {
  2786. int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2787. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2788. mob_class_change(dstmd,class_);
  2789. if( tsc && dstmd->status.mode&MD_BOSS )
  2790. {
  2791. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  2792. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2793. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  2794. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2795. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2796. }
  2797. }
  2798. break;
  2799. case SA_DEATH:
  2800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2801. status_kill(bl);
  2802. break;
  2803. case SA_REVERSEORCISH:
  2804. clif_skill_nodamage(src,bl,skillid,skilllv,
  2805. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2806. break;
  2807. case SA_FORTUNE:
  2808. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2809. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2810. break;
  2811. case SA_TAMINGMONSTER:
  2812. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2813. if (sd && dstmd) {
  2814. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2815. if( i < MAX_PET_DB )
  2816. pet_catch_process1(sd, dstmd->class_);
  2817. }
  2818. break;
  2819. case CR_PROVIDENCE:
  2820. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2821. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2822. clif_skill_fail(sd,skillid,0,0);
  2823. map_freeblock_unlock();
  2824. return 1;
  2825. }
  2826. }
  2827. clif_skill_nodamage(src,bl,skillid,skilllv,
  2828. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2829. break;
  2830. case CG_MARIONETTE:
  2831. {
  2832. struct status_change *sc= status_get_sc(src);
  2833. enum sc_type type2 = SC_MARIONETTE2;
  2834. if(sc && tsc){
  2835. if (!sc->data[type] && !tsc->data[type2]) {
  2836. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2837. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2838. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2839. }
  2840. else if (sc->data[type] && tsc->data[type2] &&
  2841. sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
  2842. status_change_end(src, type, -1);
  2843. status_change_end(bl, type2, -1);
  2844. }
  2845. else {
  2846. if (sd) clif_skill_fail(sd,skillid,0,0);
  2847. map_freeblock_unlock();
  2848. return 1;
  2849. }
  2850. }
  2851. }
  2852. break;
  2853. case RG_CLOSECONFINE:
  2854. clif_skill_nodamage(src,bl,skillid,skilllv,
  2855. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2856. break;
  2857. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2858. case SA_FROSTWEAPON:
  2859. case SA_LIGHTNINGLOADER:
  2860. case SA_SEISMICWEAPON:
  2861. if (dstsd) {
  2862. if(dstsd->status.weapon == W_FIST ||
  2863. (dstsd->sc.count && !dstsd->sc.data[type] &&
  2864. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2865. dstsd->sc.data[SC_FIREWEAPON] ||
  2866. dstsd->sc.data[SC_WATERWEAPON] ||
  2867. dstsd->sc.data[SC_WINDWEAPON] ||
  2868. dstsd->sc.data[SC_EARTHWEAPON] ||
  2869. dstsd->sc.data[SC_SHADOWWEAPON] ||
  2870. dstsd->sc.data[SC_GHOSTWEAPON] ||
  2871. dstsd->sc.data[SC_ENCPOISON]
  2872. ))
  2873. ) {
  2874. if (sd) clif_skill_fail(sd,skillid,0,0);
  2875. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2876. break;
  2877. }
  2878. }
  2879. if (sd) {
  2880. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2881. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2882. clif_skill_fail(sd,skillid,0,0);
  2883. break;
  2884. }
  2885. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2886. }
  2887. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2888. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2889. if (sd)
  2890. clif_skill_fail(sd,skillid,0,0);
  2891. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2892. clif_displaymessage(sd->fd,"You broke target's weapon");
  2893. }
  2894. break;
  2895. case PR_ASPERSIO:
  2896. if (sd && dstmd) {
  2897. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2898. break;
  2899. }
  2900. clif_skill_nodamage(src,bl,skillid,skilllv,
  2901. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2902. break;
  2903. case ITEM_ENCHANTARMS:
  2904. clif_skill_nodamage(src,bl,skillid,skilllv,
  2905. sc_start2(bl,type,100,skilllv,
  2906. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2907. break;
  2908. case TK_SEVENWIND:
  2909. switch(skill_get_ele(skillid,skilllv)) {
  2910. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2911. case ELE_WIND : type = SC_WINDWEAPON; break;
  2912. case ELE_WATER : type = SC_WATERWEAPON; break;
  2913. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2914. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2915. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2916. case ELE_HOLY : type = SC_ASPERSIO; break;
  2917. }
  2918. clif_skill_nodamage(src,bl,skillid,skilllv,
  2919. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2920. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  2921. break;
  2922. case PR_KYRIE:
  2923. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2924. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2925. break;
  2926. //Passive Magnum, should had been casted on yourself.
  2927. case SM_MAGNUM:
  2928. skill_area_temp[1] = 0;
  2929. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  2930. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2931. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2932. //Initiate 10% of your damage becomes fire element.
  2933. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2934. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2935. break;
  2936. case AL_INCAGI:
  2937. case AL_BLESSING:
  2938. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  2939. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2940. break;
  2941. }
  2942. case PR_SLOWPOISON:
  2943. case PR_IMPOSITIO:
  2944. case PR_LEXAETERNA:
  2945. case PR_SUFFRAGIUM:
  2946. case PR_BENEDICTIO:
  2947. case LK_BERSERK:
  2948. case KN_AUTOCOUNTER:
  2949. case KN_TWOHANDQUICKEN:
  2950. case KN_ONEHAND:
  2951. case CR_SPEARQUICKEN:
  2952. case CR_REFLECTSHIELD:
  2953. case AS_POISONREACT:
  2954. case MC_LOUD:
  2955. case MG_ENERGYCOAT:
  2956. case MO_EXPLOSIONSPIRITS:
  2957. case MO_STEELBODY:
  2958. case MO_BLADESTOP:
  2959. case LK_AURABLADE:
  2960. case LK_PARRYING:
  2961. case LK_CONCENTRATION:
  2962. case WS_CARTBOOST:
  2963. case SN_SIGHT:
  2964. case WS_MELTDOWN:
  2965. case WS_OVERTHRUSTMAX:
  2966. case ST_REJECTSWORD:
  2967. case HW_MAGICPOWER:
  2968. case PF_MEMORIZE:
  2969. case PA_SACRIFICE:
  2970. case ASC_EDP:
  2971. case NPC_STOP:
  2972. case PF_DOUBLECASTING:
  2973. case SG_SUN_COMFORT:
  2974. case SG_MOON_COMFORT:
  2975. case SG_STAR_COMFORT:
  2976. case NPC_HALLUCINATION:
  2977. case HP_ASSUMPTIO:
  2978. case GS_MADNESSCANCEL:
  2979. case GS_ADJUSTMENT:
  2980. case GS_INCREASING:
  2981. case NJ_KASUMIKIRI:
  2982. case NJ_UTSUSEMI:
  2983. case NJ_NEN:
  2984. case NPC_DEFENDER:
  2985. case NPC_MAGICMIRROR:
  2986. clif_skill_nodamage(src,bl,skillid,skilllv,
  2987. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2988. break;
  2989. case MG_SIGHT:
  2990. case AL_RUWACH:
  2991. case WZ_SIGHTBLASTER:
  2992. case NPC_WIDESIGHT:
  2993. case NPC_STONESKIN:
  2994. case NPC_ANTIMAGIC:
  2995. clif_skill_nodamage(src,bl,skillid,skilllv,
  2996. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2997. break;
  2998. case HLIF_AVOID:
  2999. case HAMI_DEFENCE:
  3000. i = skill_get_time(skillid,skilllv);
  3001. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3002. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3003. break;
  3004. case NJ_BUNSINJYUTSU:
  3005. clif_skill_nodamage(src,bl,skillid,skilllv,
  3006. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3007. if (tsc && tsc->data[SC_NEN])
  3008. status_change_end(bl,SC_NEN,-1);
  3009. break;
  3010. /* Was modified to only affect targetted char. [Skotlex]
  3011. case HP_ASSUMPTIO:
  3012. if (flag&1)
  3013. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3014. else
  3015. {
  3016. map_foreachinrange(skill_area_sub, bl,
  3017. skill_get_splash(skillid, skilllv), BL_PC,
  3018. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3019. skill_castend_nodamage_id);
  3020. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3021. }
  3022. break;
  3023. */
  3024. case SM_ENDURE:
  3025. clif_skill_nodamage(src,bl,skillid,skilllv,
  3026. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3027. if (sd)
  3028. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3029. break;
  3030. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3031. if (sd && dstsd && dstsd->sc.count) {
  3032. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3033. dstsd->sc.data[SC_WATERWEAPON] ||
  3034. dstsd->sc.data[SC_WINDWEAPON] ||
  3035. dstsd->sc.data[SC_EARTHWEAPON] ||
  3036. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3037. dstsd->sc.data[SC_GHOSTWEAPON]
  3038. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3039. ) {
  3040. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3041. clif_skill_fail(sd,skillid,0,0);
  3042. break;
  3043. }
  3044. }
  3045. clif_skill_nodamage(src,bl,skillid,skilllv,
  3046. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3047. break;
  3048. case LK_TENSIONRELAX:
  3049. clif_skill_nodamage(src,bl,skillid,skilllv,
  3050. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3051. skill_get_time(skillid,skilllv)));
  3052. break;
  3053. case MC_CHANGECART:
  3054. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3055. break;
  3056. case TK_MISSION:
  3057. if (sd) {
  3058. int id;
  3059. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3060. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3061. clif_skill_fail(sd,skillid,0,0);
  3062. break;
  3063. }
  3064. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3065. if (!id) {
  3066. clif_skill_fail(sd,skillid,0,0);
  3067. break;
  3068. }
  3069. sd->mission_mobid = id;
  3070. sd->mission_count = 0;
  3071. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3072. clif_mission_info(sd, id, 0);
  3073. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3074. }
  3075. break;
  3076. case AC_CONCENTRATION:
  3077. {
  3078. clif_skill_nodamage(src,bl,skillid,skilllv,
  3079. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3080. map_foreachinrange( status_change_timer_sub, src,
  3081. skill_get_splash(skillid, skilllv), BL_CHAR,
  3082. src,NULL,type,tick);
  3083. }
  3084. break;
  3085. case SM_PROVOKE:
  3086. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3087. map_freeblock_unlock();
  3088. return 1;
  3089. }
  3090. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3091. clif_skill_nodamage(src,bl,skillid,skilllv,
  3092. (i=sc_start(bl,type,
  3093. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3094. skilllv,skill_get_time(skillid,skilllv))));
  3095. if (!i)
  3096. {
  3097. if (sd)
  3098. clif_skill_fail(sd,skillid,0,0);
  3099. map_freeblock_unlock();
  3100. return 0;
  3101. }
  3102. unit_skillcastcancel(bl, 2);
  3103. if(tsc && tsc->count){
  3104. if(tsc->data[SC_FREEZE])
  3105. status_change_end(bl,SC_FREEZE,-1);
  3106. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  3107. status_change_end(bl,SC_STONE,-1);
  3108. if(tsc->data[SC_SLEEP])
  3109. status_change_end(bl,SC_SLEEP,-1);
  3110. }
  3111. if(dstmd) {
  3112. dstmd->state.provoke_flag = src->id;
  3113. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3114. }
  3115. break;
  3116. case CR_DEVOTION:
  3117. if(sd && dstsd)
  3118. {
  3119. int count = min(skilllv, 5);
  3120. int lv = sd->status.base_level - dstsd->status.base_level;
  3121. if (lv < 0) lv = -lv;
  3122. if (lv > battle_config.devotion_level_difference ||
  3123. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
  3124. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3125. clif_skill_fail(sd,skillid,0,0);
  3126. map_freeblock_unlock();
  3127. return 1;
  3128. }
  3129. // check if the char isn't devoted already
  3130. ARR_FIND( 0, count, i, sd->devotion[i] == bl->id );
  3131. if( i == count )
  3132. {// not there, find first empty slot
  3133. ARR_FIND( 0, count, i, sd->devotion[i] == 0 );
  3134. if( i == count )
  3135. {// all slots full, fail
  3136. clif_skill_fail(sd,skillid,0,0);
  3137. map_freeblock_unlock();
  3138. return 1;
  3139. }
  3140. }
  3141. sd->devotion[i] = bl->id;
  3142. clif_skill_nodamage(src,bl,skillid,skilllv,
  3143. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3144. clif_devotion(sd,NULL);
  3145. }
  3146. else
  3147. if (sd)
  3148. clif_skill_fail(sd,skillid,0,0);
  3149. break;
  3150. case MO_CALLSPIRITS:
  3151. if(sd) {
  3152. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3153. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3154. }
  3155. break;
  3156. case CH_SOULCOLLECT:
  3157. if(sd) {
  3158. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3159. for (i = 0; i < 5; i++)
  3160. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3161. }
  3162. break;
  3163. case MO_KITRANSLATION:
  3164. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3165. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3166. }
  3167. break;
  3168. case TK_TURNKICK:
  3169. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3170. if (skill_area_temp[1] != bl->id) {
  3171. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3172. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3173. }
  3174. break;
  3175. case MO_ABSORBSPIRITS:
  3176. i = 0;
  3177. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3178. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3179. i = dstsd->spiritball * 10;
  3180. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3181. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3182. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3183. i = 2 * dstmd->level;
  3184. mob_target(dstmd,src,0);
  3185. }
  3186. if (i) status_heal(src, 0, i, 3);
  3187. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3188. break;
  3189. case AC_MAKINGARROW:
  3190. if(sd) {
  3191. clif_arrow_create_list(sd);
  3192. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3193. }
  3194. break;
  3195. case AM_PHARMACY:
  3196. if(sd) {
  3197. clif_skill_produce_mix_list(sd,22);
  3198. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3199. }
  3200. break;
  3201. case SA_CREATECON:
  3202. if(sd) {
  3203. clif_skill_produce_mix_list(sd,23);
  3204. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3205. }
  3206. break;
  3207. case BS_HAMMERFALL:
  3208. clif_skill_nodamage(src,bl,skillid,skilllv,
  3209. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3210. break;
  3211. case RG_RAID:
  3212. skill_area_temp[1] = 0;
  3213. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3214. map_foreachinrange(skill_area_sub, bl,
  3215. skill_get_splash(skillid, skilllv), splash_target(src),
  3216. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3217. skill_castend_damage_id);
  3218. status_change_end(src, SC_HIDING, -1);
  3219. break;
  3220. case ASC_METEORASSAULT:
  3221. case GS_SPREADATTACK:
  3222. case NPC_EARTHQUAKE:
  3223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3224. case NPC_HELLJUDGEMENT:
  3225. case NPC_PULSESTRIKE:
  3226. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3227. break;
  3228. case KN_BRANDISHSPEAR:
  3229. {
  3230. int c,n=4;
  3231. int dir = map_calc_dir(src,bl->x,bl->y);
  3232. struct square tc;
  3233. int x=bl->x,y=bl->y;
  3234. skill_brandishspear_first(&tc,dir,x,y);
  3235. skill_brandishspear_dir(&tc,dir,4);
  3236. skill_area_temp[1] = bl->id;
  3237. if(skilllv > 9){
  3238. for(c=1;c<4;c++){
  3239. map_foreachincell(skill_area_sub,
  3240. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3241. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3242. skill_castend_damage_id);
  3243. }
  3244. }
  3245. if(skilllv > 6){
  3246. skill_brandishspear_dir(&tc,dir,-1);
  3247. n--;
  3248. }else{
  3249. skill_brandishspear_dir(&tc,dir,-2);
  3250. n-=2;
  3251. }
  3252. if(skilllv > 3){
  3253. for(c=0;c<5;c++){
  3254. map_foreachincell(skill_area_sub,
  3255. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3256. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3257. skill_castend_damage_id);
  3258. if(skilllv > 6 && n==3 && c==4){
  3259. skill_brandishspear_dir(&tc,dir,-1);
  3260. n--;c=-1;
  3261. }
  3262. }
  3263. }
  3264. for(c=0;c<10;c++){
  3265. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3266. map_foreachincell(skill_area_sub,
  3267. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3268. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3269. skill_castend_damage_id);
  3270. }
  3271. }
  3272. break;
  3273. case WZ_SIGHTRASHER:
  3274. //Passive side of the attack.
  3275. status_change_end(src,SC_SIGHT,-1);
  3276. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3277. map_foreachinrange(skill_area_sub,src,
  3278. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3279. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3280. skill_castend_damage_id);
  3281. break;
  3282. case NJ_HYOUSYOURAKU:
  3283. case NJ_RAIGEKISAI:
  3284. case WZ_FROSTNOVA:
  3285. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3286. skill_area_temp[1] = 0;
  3287. map_foreachinrange(skill_attack_area, src,
  3288. skill_get_splash(skillid, skilllv), splash_target(src),
  3289. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3290. break;
  3291. case HVAN_EXPLOSION: //[orn]
  3292. case NPC_SELFDESTRUCTION:
  3293. //Self Destruction hits everyone in range (allies+enemies)
  3294. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3295. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3296. BCT_ENEMY:BCT_ALL;
  3297. clif_skill_nodamage(src, src, skillid, -1, 1);
  3298. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3299. map_foreachinrange(skill_area_sub, bl,
  3300. skill_get_splash(skillid, skilllv), splash_target(src),
  3301. src, skillid, skilllv, tick, flag|i,
  3302. skill_castend_damage_id);
  3303. map_addblock(src);
  3304. status_damage(src, src, sstatus->max_hp,0,0,1);
  3305. break;
  3306. case AL_ANGELUS:
  3307. case PR_MAGNIFICAT:
  3308. case PR_GLORIA:
  3309. case SN_WINDWALK:
  3310. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3311. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3312. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3313. } else if (sd) {
  3314. party_foreachsamemap (skill_area_sub,
  3315. sd,skill_get_splash(skillid, skilllv),
  3316. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3317. skill_castend_nodamage_id);
  3318. }
  3319. break;
  3320. case BS_ADRENALINE:
  3321. case BS_ADRENALINE2:
  3322. case BS_WEAPONPERFECT:
  3323. case BS_OVERTHRUST:
  3324. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3325. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3326. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3327. } else if (sd) {
  3328. party_foreachsamemap(skill_area_sub,
  3329. sd,skill_get_splash(skillid, skilllv),
  3330. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3331. skill_castend_nodamage_id);
  3332. }
  3333. break;
  3334. case BS_MAXIMIZE:
  3335. case NV_TRICKDEAD:
  3336. case CR_DEFENDER:
  3337. case CR_AUTOGUARD:
  3338. case TK_READYSTORM:
  3339. case TK_READYDOWN:
  3340. case TK_READYTURN:
  3341. case TK_READYCOUNTER:
  3342. case TK_DODGE:
  3343. case CR_SHRINK:
  3344. case ST_PRESERVE:
  3345. case SG_FUSION:
  3346. case GS_GATLINGFEVER:
  3347. if (tsce)
  3348. i = status_change_end(bl, type, -1);
  3349. else
  3350. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3351. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3352. break;
  3353. case SL_KAITE:
  3354. case SL_KAAHI:
  3355. case SL_KAIZEL:
  3356. case SL_KAUPE:
  3357. if (sd) {
  3358. if (!dstsd || !(
  3359. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3360. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3361. dstsd->status.char_id == sd->status.char_id ||
  3362. dstsd->status.char_id == sd->status.partner_id ||
  3363. dstsd->status.char_id == sd->status.child
  3364. )) {
  3365. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3366. clif_skill_fail(sd,skillid,0,0);
  3367. break;
  3368. }
  3369. }
  3370. clif_skill_nodamage(src,bl,skillid,skilllv,
  3371. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3372. break;
  3373. case SM_AUTOBERSERK: // Celest
  3374. if (tsce)
  3375. i = status_change_end(bl, type, -1);
  3376. else
  3377. i = sc_start(bl,type,100,skilllv,60000);
  3378. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3379. break;
  3380. case TF_HIDING:
  3381. case ST_CHASEWALK:
  3382. if (tsce)
  3383. i = status_change_end(bl, type, -1);
  3384. else
  3385. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3386. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3387. break;
  3388. case TK_RUN:
  3389. if (tsce)
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,
  3391. status_change_end(bl, type, -1));
  3392. else {
  3393. clif_skill_nodamage(src,bl,skillid,skilllv,
  3394. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3395. // If the client receives a skill-use packet inmediately before
  3396. // a walkok packet, it will discard the walk packet! [Skotlex]
  3397. // So aegis has to resend the walk ok.
  3398. if (sd) clif_walkok(sd);
  3399. }
  3400. break;
  3401. case AS_CLOAKING:
  3402. if( !tsce )
  3403. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3404. else
  3405. i = status_change_end(bl, type, -1);
  3406. if( i )
  3407. clif_skill_nodamage(src,bl,skillid,-1,i);
  3408. else
  3409. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3410. break;
  3411. case BD_ADAPTATION:
  3412. if(tsc && tsc->data[SC_DANCING]){
  3413. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3414. skill_stop_dancing(bl);
  3415. }
  3416. break;
  3417. case BA_FROSTJOKER:
  3418. case DC_SCREAM:
  3419. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3420. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3421. if (md) {
  3422. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3423. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3424. char temp[70];
  3425. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3426. clif_message(&md->bl,temp);
  3427. }
  3428. break;
  3429. case BA_PANGVOICE:
  3430. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3431. break;
  3432. case DC_WINKCHARM:
  3433. if( dstsd )
  3434. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3435. else
  3436. if( dstmd )
  3437. {
  3438. if( status_get_lv(src) > status_get_lv(bl)
  3439. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3440. && !(tstatus->mode&MD_BOSS) )
  3441. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3442. else
  3443. {
  3444. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3445. if(sd) clif_skill_fail(sd,skillid,0,0);
  3446. }
  3447. }
  3448. break;
  3449. case TF_STEAL:
  3450. if(sd) {
  3451. if(pc_steal_item(sd,bl,skilllv))
  3452. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3453. else
  3454. clif_skill_fail(sd,skillid,0x0a,0);
  3455. }
  3456. break;
  3457. case RG_STEALCOIN:
  3458. if(sd) {
  3459. if(pc_steal_coin(sd,bl))
  3460. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3461. else
  3462. clif_skill_fail(sd,skillid,0,0);
  3463. }
  3464. break;
  3465. case MG_STONECURSE:
  3466. {
  3467. if (tstatus->mode&MD_BOSS) {
  3468. if (sd) clif_skill_fail(sd,skillid,0,0);
  3469. break;
  3470. }
  3471. if(status_isimmune(bl) || !tsc)
  3472. break;
  3473. if (dstmd)
  3474. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3475. if (tsc->data[SC_STONE]) {
  3476. status_change_end(bl,SC_STONE,-1);
  3477. if (sd) clif_skill_fail(sd,skillid,0,0);
  3478. break;
  3479. }
  3480. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3481. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3482. skill_get_time2(skillid,skilllv)))
  3483. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3484. else if(sd) {
  3485. clif_skill_fail(sd,skillid,0,0);
  3486. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3487. if (skilllv > 5) break;
  3488. }
  3489. if (sd) {
  3490. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3491. break; //Do not delete the gemstone.
  3492. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3493. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3494. }
  3495. }
  3496. break;
  3497. case NV_FIRSTAID:
  3498. clif_skill_nodamage(src,bl,skillid,5,1);
  3499. status_heal(bl,5,0,0);
  3500. break;
  3501. case AL_CURE:
  3502. if(status_isimmune(bl)) {
  3503. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3504. break;
  3505. }
  3506. status_change_end(bl, SC_SILENCE , -1 );
  3507. status_change_end(bl, SC_BLIND , -1 );
  3508. status_change_end(bl, SC_CONFUSION, -1 );
  3509. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3510. break;
  3511. case TF_DETOXIFY:
  3512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3513. status_change_end(bl, SC_POISON , -1 );
  3514. status_change_end(bl, SC_DPOISON , -1 );
  3515. break;
  3516. case PR_STRECOVERY:
  3517. if(status_isimmune(bl)) {
  3518. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3519. break;
  3520. }
  3521. if (tsc && tsc->opt1) {
  3522. status_change_end(bl, SC_FREEZE, -1 );
  3523. status_change_end(bl, SC_STONE, -1 );
  3524. status_change_end(bl, SC_SLEEP, -1 );
  3525. status_change_end(bl, SC_STUN, -1 );
  3526. }
  3527. //Is this equation really right? It looks so... special.
  3528. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3529. {
  3530. status_change_start(bl, SC_BLIND,
  3531. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3532. 1,0,0,0,
  3533. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3534. }
  3535. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3536. if(dstmd)
  3537. mob_unlocktarget(dstmd,tick);
  3538. break;
  3539. case WZ_ESTIMATION:
  3540. if(sd) {
  3541. if (dstsd) {
  3542. clif_skill_fail(sd,skillid,0,0);
  3543. break;
  3544. }
  3545. if (dstmd && dstmd->class_ == MOBID_EMPERIUM) {
  3546. break;
  3547. }
  3548. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3549. clif_skill_estimation((struct map_session_data *)src,bl);
  3550. }
  3551. break;
  3552. case BS_REPAIRWEAPON:
  3553. if(sd && dstsd)
  3554. clif_item_repair_list(sd,dstsd);
  3555. break;
  3556. case MC_IDENTIFY:
  3557. if(sd)
  3558. clif_item_identify_list(sd);
  3559. break;
  3560. // Weapon Refining [Celest]
  3561. case WS_WEAPONREFINE:
  3562. if(sd)
  3563. clif_item_refine_list(sd);
  3564. break;
  3565. case MC_VENDING:
  3566. if(sd)
  3567. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3568. if ( !pc_can_give_items(pc_isGM(sd)) )
  3569. clif_skill_fail(sd,skillid,0,0);
  3570. else
  3571. clif_openvendingreq(sd,2+skilllv);
  3572. }
  3573. break;
  3574. case AL_TELEPORT:
  3575. if(sd)
  3576. {
  3577. if (map[bl->m].flag.noteleport) {
  3578. clif_skill_teleportmessage(sd,0);
  3579. break;
  3580. }
  3581. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3582. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3583. break;
  3584. }
  3585. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3586. if(skilllv == 1) {
  3587. // possibility to skip menu [LuzZza]
  3588. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3589. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3590. else
  3591. pc_randomwarp(sd,3);
  3592. } else {
  3593. if (sd->skillitem != AL_TELEPORT)
  3594. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3595. else //Autocasted Teleport level 2??
  3596. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3597. }
  3598. } else
  3599. unit_warp(bl,-1,-1,-1,3);
  3600. break;
  3601. case NPC_EXPULSION:
  3602. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3603. unit_warp(bl,-1,-1,-1,3);
  3604. break;
  3605. case AL_HOLYWATER:
  3606. if(sd) {
  3607. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3608. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3609. else
  3610. clif_skill_fail(sd,skillid,0,0);
  3611. }
  3612. break;
  3613. case TF_PICKSTONE:
  3614. if(sd) {
  3615. int eflag;
  3616. struct item item_tmp;
  3617. struct block_list tbl;
  3618. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3619. memset(&item_tmp,0,sizeof(item_tmp));
  3620. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3621. item_tmp.nameid = 7049;
  3622. item_tmp.identify = 1;
  3623. tbl.id = 0;
  3624. clif_takeitem(&sd->bl,&tbl);
  3625. eflag = pc_additem(sd,&item_tmp,1);
  3626. if(eflag) {
  3627. clif_additem(sd,0,0,eflag);
  3628. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3629. }
  3630. }
  3631. break;
  3632. case ASC_CDP:
  3633. if(sd) {
  3634. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3635. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3636. }
  3637. break;
  3638. case RG_STRIPWEAPON:
  3639. case RG_STRIPSHIELD:
  3640. case RG_STRIPARMOR:
  3641. case RG_STRIPHELM:
  3642. case ST_FULLSTRIP:
  3643. {
  3644. unsigned short location = 0;
  3645. i = 5+2*skilllv;
  3646. if (sstatus->dex > tstatus->dex)
  3647. i += (sstatus->dex - tstatus->dex)/5;
  3648. switch (skillid) {
  3649. case RG_STRIPWEAPON:
  3650. location = EQP_WEAPON;
  3651. break;
  3652. case RG_STRIPSHIELD:
  3653. location = EQP_SHIELD;
  3654. break;
  3655. case RG_STRIPARMOR:
  3656. location = EQP_ARMOR;
  3657. break;
  3658. case RG_STRIPHELM:
  3659. location = EQP_HELM;
  3660. break;
  3661. case ST_FULLSTRIP:
  3662. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3663. break;
  3664. }
  3665. //Note that Full Strip autospell doesn't use a duration
  3666. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3667. skill_strip_equip(bl, location, i, skilllv,
  3668. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3669. && sd)
  3670. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3671. }
  3672. break;
  3673. case AM_BERSERKPITCHER:
  3674. case AM_POTIONPITCHER:
  3675. {
  3676. int i,x,hp = 0,sp = 0,bonus=100;
  3677. if(sd) {
  3678. x = skilllv%11 - 1;
  3679. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3680. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3681. clif_skill_fail(sd,skillid,0,0);
  3682. map_freeblock_unlock();
  3683. return 1;
  3684. }
  3685. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3686. clif_skill_fail(sd,skillid,0,0);
  3687. map_freeblock_unlock();
  3688. return 1;
  3689. }
  3690. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3691. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3692. clif_skill_fail(sd,skillid,0,0);
  3693. map_freeblock_unlock();
  3694. return 1;
  3695. }
  3696. }
  3697. potion_flag = 1;
  3698. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3699. potion_target = bl->id;
  3700. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3701. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3702. potion_flag = potion_target = 0;
  3703. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
  3704. bonus += sd->status.base_level;
  3705. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3706. hp = tstatus->max_hp * potion_per_hp / 100;
  3707. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3708. if(dstsd) {
  3709. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3710. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3711. }
  3712. }
  3713. else {
  3714. if(potion_hp > 0) {
  3715. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3716. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3717. if(dstsd)
  3718. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3719. }
  3720. if(potion_sp > 0) {
  3721. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3722. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3723. if(dstsd)
  3724. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3725. }
  3726. }
  3727. if (sd->itemgrouphealrate[IG_POTION]>0)
  3728. {
  3729. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  3730. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  3731. }
  3732. if ((i = pc_skillheal_bonus(sd, skillid)))
  3733. {
  3734. hp += hp * i / 100;
  3735. sp += sp * i / 100;
  3736. }
  3737. }
  3738. else {
  3739. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3740. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3741. if(dstsd)
  3742. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3743. }
  3744. if (tsc && tsc->data[SC_CRITICALWOUND])
  3745. {
  3746. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3747. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3748. }
  3749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3750. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3751. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3752. if(sp > 0)
  3753. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3754. status_heal(bl,hp,sp,0);
  3755. }
  3756. break;
  3757. case AM_CP_WEAPON:
  3758. case AM_CP_SHIELD:
  3759. case AM_CP_ARMOR:
  3760. case AM_CP_HELM:
  3761. {
  3762. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  3763. if(tsc && tsc->data[scid])
  3764. status_change_end(bl, scid, -1 );
  3765. clif_skill_nodamage(src,bl,skillid,skilllv,
  3766. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3767. }
  3768. break;
  3769. case AM_TWILIGHT1:
  3770. if (sd) {
  3771. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3772. //Prepare 200 White Potions.
  3773. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3774. clif_skill_fail(sd,skillid,0,0);
  3775. }
  3776. break;
  3777. case AM_TWILIGHT2:
  3778. if (sd) {
  3779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3780. //Prepare 200 Slim White Potions.
  3781. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3782. clif_skill_fail(sd,skillid,0,0);
  3783. }
  3784. break;
  3785. case AM_TWILIGHT3:
  3786. if (sd) {
  3787. //check if you can produce all three, if not, then fail:
  3788. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3789. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3790. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3791. ) {
  3792. clif_skill_fail(sd,skillid,0,0);
  3793. break;
  3794. }
  3795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3796. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3797. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3798. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3799. }
  3800. break;
  3801. case SA_DISPELL:
  3802. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3803. {
  3804. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3805. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  3806. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  3807. || rand()%100 >= 50+10*skilllv)
  3808. {
  3809. if (sd)
  3810. clif_skill_fail(sd,skillid,0,0);
  3811. break;
  3812. }
  3813. if(status_isimmune(bl) || !tsc || !tsc->count)
  3814. break;
  3815. for(i=0;i<SC_MAX;i++)
  3816. {
  3817. if (!tsc->data[i])
  3818. continue;
  3819. switch (i) {
  3820. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3821. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3822. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3823. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3824. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3825. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3826. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3827. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3828. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3829. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3830. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3831. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3832. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3833. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  3834. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  3835. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  3836. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  3837. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  3838. continue;
  3839. }
  3840. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  3841. status_change_end(bl,(sc_type)i,-1);
  3842. }
  3843. break;
  3844. }
  3845. //Affect all targets on splash area.
  3846. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3847. src, skillid, skilllv, tick, flag|1,
  3848. skill_castend_damage_id);
  3849. break;
  3850. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3851. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3852. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3853. break;
  3854. case TK_HIGHJUMP:
  3855. {
  3856. int x,y, dir = unit_getdir(src);
  3857. //Fails on noteleport maps, except for vs maps [Skotlex]
  3858. if(map[src->m].flag.noteleport &&
  3859. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3860. ) {
  3861. x = src->x;
  3862. y = src->y;
  3863. } else {
  3864. x = src->x + dirx[dir]*skilllv*2;
  3865. y = src->y + diry[dir]*skilllv*2;
  3866. }
  3867. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3868. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  3869. clif_slide(src,x,y);
  3870. unit_movepos(src, x, y, 1, 0);
  3871. }
  3872. }
  3873. break;
  3874. case SA_CASTCANCEL:
  3875. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3876. unit_skillcastcancel(src,1);
  3877. if(sd) {
  3878. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3879. sp = sp * (90 - (skilllv-1)*20) / 100;
  3880. if(sp < 0) sp = 0;
  3881. status_zap(src, 0, sp);
  3882. }
  3883. break;
  3884. case SA_SPELLBREAKER:
  3885. {
  3886. int sp;
  3887. if(tsc && tsc->data[SC_MAGICROD]) {
  3888. sp = skill_get_sp(skillid,skilllv);
  3889. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3890. if(sp < 1) sp = 1;
  3891. status_heal(bl,0,sp,2);
  3892. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  3893. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  3894. } else {
  3895. struct unit_data *ud = unit_bl2ud(bl);
  3896. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3897. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3898. bl_skillid = ud->skillid;
  3899. bl_skilllv = ud->skilllv;
  3900. if (tstatus->mode & MD_BOSS)
  3901. { //Only 10% success chance against bosses. [Skotlex]
  3902. if (rand()%100 < 90)
  3903. {
  3904. if (sd) clif_skill_fail(sd,skillid,0,0);
  3905. break;
  3906. }
  3907. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3908. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3909. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3910. unit_skillcastcancel(bl,0);
  3911. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3912. status_zap(bl, hp, sp);
  3913. if (hp && skilllv >= 5)
  3914. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3915. else
  3916. hp = 0;
  3917. if (sp) //Recover some of the SP used
  3918. sp = sp*(25*(skilllv-1))/100;
  3919. if(hp || sp)
  3920. status_heal(src, hp, sp, 2);
  3921. }
  3922. }
  3923. break;
  3924. case SA_MAGICROD:
  3925. //It activates silently, no use animation.
  3926. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3927. break;
  3928. case SA_AUTOSPELL:
  3929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3930. if(sd)
  3931. clif_autospell(sd,skilllv);
  3932. else {
  3933. int maxlv=1,spellid=0;
  3934. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3935. if(skilllv >= 10) {
  3936. spellid = MG_FROSTDIVER;
  3937. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  3938. // maxlv = 10;
  3939. // else
  3940. maxlv = skilllv - 9;
  3941. }
  3942. else if(skilllv >=8) {
  3943. spellid = MG_FIREBALL;
  3944. maxlv = skilllv - 7;
  3945. }
  3946. else if(skilllv >=5) {
  3947. spellid = MG_SOULSTRIKE;
  3948. maxlv = skilllv - 4;
  3949. }
  3950. else if(skilllv >=2) {
  3951. int i = rand()%3;
  3952. spellid = spellarray[i];
  3953. maxlv = skilllv - 1;
  3954. }
  3955. else if(skilllv > 0) {
  3956. spellid = MG_NAPALMBEAT;
  3957. maxlv = 3;
  3958. }
  3959. if(spellid > 0)
  3960. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3961. skill_get_time(SA_AUTOSPELL,skilllv));
  3962. }
  3963. break;
  3964. case BS_GREED:
  3965. if(sd){
  3966. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3967. map_foreachinrange(skill_greed,bl,
  3968. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3969. }
  3970. break;
  3971. case SA_ELEMENTWATER:
  3972. case SA_ELEMENTFIRE:
  3973. case SA_ELEMENTGROUND:
  3974. case SA_ELEMENTWIND:
  3975. if(sd && !dstmd) //Only works on monsters.
  3976. break;
  3977. if(tstatus->mode&MD_BOSS)
  3978. break;
  3979. case NPC_ATTRICHANGE:
  3980. case NPC_CHANGEWATER:
  3981. case NPC_CHANGEGROUND:
  3982. case NPC_CHANGEFIRE:
  3983. case NPC_CHANGEWIND:
  3984. case NPC_CHANGEPOISON:
  3985. case NPC_CHANGEHOLY:
  3986. case NPC_CHANGEDARKNESS:
  3987. case NPC_CHANGETELEKINESIS:
  3988. clif_skill_nodamage(src,bl,skillid,skilllv,
  3989. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3990. skill_get_time(skillid, skilllv)));
  3991. break;
  3992. case NPC_CHANGEUNDEAD:
  3993. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  3994. //TO-DO This is ugly, fix it
  3995. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  3996. clif_skill_nodamage(src,bl,skillid,skilllv,
  3997. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3998. skill_get_time(skillid, skilllv)));
  3999. break;
  4000. case NPC_PROVOCATION:
  4001. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4002. if (md) mob_unlocktarget(md, tick);
  4003. break;
  4004. case NPC_KEEPING:
  4005. case NPC_BARRIER:
  4006. {
  4007. int skill_time = skill_get_time(skillid,skilllv);
  4008. struct unit_data *ud = unit_bl2ud(bl);
  4009. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4010. sc_start(bl,type,100,skilllv,skill_time))
  4011. && ud) { //Disable attacking/acting/moving for skill's duration.
  4012. ud->attackabletime =
  4013. ud->canact_tick =
  4014. ud->canmove_tick = tick + skill_time;
  4015. }
  4016. }
  4017. break;
  4018. case NPC_REBIRTH:
  4019. //New rebirth System uses Kaizel [Skotlex]
  4020. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4021. break;
  4022. case NPC_DARKBLESSING:
  4023. clif_skill_nodamage(src,bl,skillid,skilllv,
  4024. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4025. break;
  4026. case NPC_LICK:
  4027. status_zap(bl, 0, 100);
  4028. clif_skill_nodamage(src,bl,skillid,skilllv,
  4029. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4030. break;
  4031. case NPC_SUICIDE:
  4032. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4033. status_kill(src); //When suiciding, neither exp nor drops is given.
  4034. break;
  4035. case NPC_SUMMONSLAVE:
  4036. case NPC_SUMMONMONSTER:
  4037. if(md && md->skillidx >= 0)
  4038. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4039. break;
  4040. case NPC_CALLSLAVE:
  4041. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4042. break;
  4043. case NPC_RANDOMMOVE:
  4044. if (md) {
  4045. md->next_walktime = tick - 1;
  4046. mob_randomwalk(md,tick);
  4047. }
  4048. break;
  4049. case NPC_SPEEDUP:
  4050. {
  4051. // or does it increase casting rate? just a guess xD
  4052. int i = SC_ASPDPOTION0 + skilllv - 1;
  4053. if (i > SC_ASPDPOTION3)
  4054. i = SC_ASPDPOTION3;
  4055. clif_skill_nodamage(src,bl,skillid,skilllv,
  4056. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4057. }
  4058. break;
  4059. case NPC_REVENGE:
  4060. // not really needed... but adding here anyway ^^
  4061. if (md && md->master_id > 0) {
  4062. struct block_list *mbl, *tbl;
  4063. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4064. (tbl = battle_gettargeted(mbl)) == NULL)
  4065. break;
  4066. md->state.provoke_flag = tbl->id;
  4067. mob_target(md, tbl, sstatus->rhw.range);
  4068. }
  4069. break;
  4070. case NPC_RUN:
  4071. {
  4072. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4073. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4074. unit_stop_attack(src);
  4075. //Run skillv tiles overriding the can-move check.
  4076. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4077. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4078. }
  4079. break;
  4080. case NPC_TRANSFORMATION:
  4081. case NPC_METAMORPHOSIS:
  4082. if(md && md->skillidx >= 0) {
  4083. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4084. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4085. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4086. if (class_) mob_class_change(md, class_);
  4087. }
  4088. break;
  4089. case NPC_EMOTION_ON:
  4090. case NPC_EMOTION:
  4091. //va[0] is the emotion to use.
  4092. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4093. //val[1] 'sets' the mode
  4094. //val[2] adds to the current mode
  4095. //val[3] removes from the current mode
  4096. //val[4] if set, asks to delete the previous mode change.
  4097. if(md && md->skillidx >= 0 && tsc)
  4098. {
  4099. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4100. if(md->db->skill[md->skillidx].val[4] && tsce)
  4101. status_change_end(bl, type, -1);
  4102. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4103. sc_start4(src, type, 100, skilllv,
  4104. md->db->skill[md->skillidx].val[1],
  4105. md->db->skill[md->skillidx].val[2],
  4106. md->db->skill[md->skillidx].val[3],
  4107. skill_get_time(skillid, skilllv));
  4108. }
  4109. break;
  4110. case NPC_POWERUP:
  4111. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4112. clif_skill_nodamage(src,bl,skillid,skilllv,
  4113. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4114. break;
  4115. case NPC_AGIUP:
  4116. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4117. clif_skill_nodamage(src,bl,skillid,skilllv,
  4118. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4119. break;
  4120. case NPC_INVISIBLE:
  4121. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4122. clif_skill_nodamage(src,bl,skillid,skilllv,
  4123. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4124. break;
  4125. case NPC_SIEGEMODE:
  4126. // not sure what it does
  4127. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4128. break;
  4129. case WE_MALE:
  4130. {
  4131. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4132. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4133. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4134. }
  4135. break;
  4136. case WE_FEMALE:
  4137. {
  4138. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4139. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4140. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4141. }
  4142. break;
  4143. // parent-baby skills
  4144. case WE_BABY:
  4145. if(sd){
  4146. struct map_session_data *f_sd = pc_get_father(sd);
  4147. struct map_session_data *m_sd = pc_get_mother(sd);
  4148. // if neither was found
  4149. if(!f_sd && !m_sd){
  4150. clif_skill_fail(sd,skillid,0,0);
  4151. map_freeblock_unlock();
  4152. return 0;
  4153. }
  4154. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4155. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4156. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4157. }
  4158. break;
  4159. case PF_HPCONVERSION:
  4160. {
  4161. int hp, sp;
  4162. hp = sstatus->max_hp/10;
  4163. sp = hp * 10 * skilllv / 100;
  4164. if (!status_charge(src,hp,0)) {
  4165. if (sd) clif_skill_fail(sd,skillid,0,0);
  4166. break;
  4167. }
  4168. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4169. status_heal(bl,0,sp,2);
  4170. }
  4171. break;
  4172. case HT_REMOVETRAP:
  4173. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4175. {
  4176. struct skill_unit* su;
  4177. struct skill_unit_group* sg;
  4178. su = BL_CAST(BL_SKILL, bl);
  4179. if( (su)
  4180. && (sg = su->group)
  4181. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4182. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4183. { // prevent picking up expired traps
  4184. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4185. {
  4186. if( battle_config.skill_removetrap_type )
  4187. { // get back all items used to deploy the trap
  4188. for(i=0;i<10;i++) {
  4189. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4190. int flag;
  4191. struct item item_tmp;
  4192. memset(&item_tmp,0,sizeof(item_tmp));
  4193. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4194. item_tmp.identify = 1;
  4195. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4196. clif_additem(sd,0,0,flag);
  4197. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4198. }
  4199. }
  4200. }
  4201. } else { // get back 1 trap
  4202. struct item item_tmp;
  4203. memset(&item_tmp,0,sizeof(item_tmp));
  4204. item_tmp.nameid = ITEMID_TRAP;
  4205. item_tmp.identify = 1;
  4206. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4207. clif_additem(sd,0,0,flag);
  4208. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4209. }
  4210. }
  4211. }
  4212. skill_delunit(su);
  4213. }
  4214. }
  4215. break;
  4216. case HT_SPRINGTRAP:
  4217. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4218. {
  4219. struct skill_unit *su=NULL;
  4220. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4221. switch(su->group->unit_id){
  4222. case UNT_ANKLESNARE: // ankle snare
  4223. if (su->group->val2 != 0)
  4224. // if it is already trapping something don't spring it,
  4225. // remove trap should be used instead
  4226. break;
  4227. // otherwise fallthrough to below
  4228. case UNT_BLASTMINE:
  4229. case UNT_SKIDTRAP:
  4230. case UNT_LANDMINE:
  4231. case UNT_SHOCKWAVE:
  4232. case UNT_SANDMAN:
  4233. case UNT_FLASHER:
  4234. case UNT_FREEZINGTRAP:
  4235. case UNT_CLAYMORETRAP:
  4236. case UNT_TALKIEBOX:
  4237. su->group->unit_id = UNT_USED_TRAPS;
  4238. clif_changetraplook(bl, UNT_USED_TRAPS);
  4239. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4240. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4241. }
  4242. }
  4243. }
  4244. break;
  4245. case BD_ENCORE:
  4246. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4247. if(sd)
  4248. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4249. break;
  4250. case AS_SPLASHER:
  4251. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4252. if (sd) clif_skill_fail(sd,skillid,0,0);
  4253. map_freeblock_unlock();
  4254. return 1;
  4255. }
  4256. clif_skill_nodamage(src,bl,skillid,skilllv,
  4257. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4258. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4259. break;
  4260. case PF_MINDBREAKER:
  4261. {
  4262. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4263. {
  4264. map_freeblock_unlock();
  4265. return 1;
  4266. }
  4267. if (tsce)
  4268. { //HelloKitty2 (?) explained that this silently fails when target is
  4269. //already inflicted. [Skotlex]
  4270. map_freeblock_unlock();
  4271. return 1;
  4272. }
  4273. //Has a 55% + skilllv*5% success chance.
  4274. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4275. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4276. {
  4277. if (sd) clif_skill_fail(sd,skillid,0,0);
  4278. map_freeblock_unlock();
  4279. return 0;
  4280. }
  4281. unit_skillcastcancel(bl,0);
  4282. if(tsc && tsc->count){
  4283. if(tsc->data[SC_FREEZE])
  4284. status_change_end(bl,SC_FREEZE,-1);
  4285. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4286. status_change_end(bl,SC_STONE,-1);
  4287. if(tsc->data[SC_SLEEP])
  4288. status_change_end(bl,SC_SLEEP,-1);
  4289. }
  4290. if(dstmd)
  4291. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4292. }
  4293. break;
  4294. case PF_SOULCHANGE:
  4295. {
  4296. unsigned int sp1 = 0, sp2 = 0;
  4297. if (dstmd) {
  4298. if (dstmd->state.soul_change_flag) {
  4299. if(sd) clif_skill_fail(sd,skillid,0,0);
  4300. break;
  4301. }
  4302. dstmd->state.soul_change_flag = 1;
  4303. sp2 = sstatus->max_sp * 3 /100;
  4304. status_heal(src, 0, sp2, 2);
  4305. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4306. break;
  4307. }
  4308. sp1 = sstatus->sp;
  4309. sp2 = tstatus->sp;
  4310. status_set_sp(src, sp2, 3);
  4311. status_set_sp(bl, sp1, 3);
  4312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4313. }
  4314. break;
  4315. // Slim Pitcher
  4316. case CR_SLIMPITCHER:
  4317. if (potion_hp || potion_sp) {
  4318. int hp = potion_hp, sp = potion_sp;
  4319. hp = hp * (100 + (tstatus->vit<<1))/100;
  4320. sp = sp * (100 + (tstatus->int_<<1))/100;
  4321. if (dstsd) {
  4322. if (hp)
  4323. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4324. if (sp)
  4325. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4326. }
  4327. if (tsc && tsc->data[SC_CRITICALWOUND])
  4328. {
  4329. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4330. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4331. }
  4332. if(hp > 0)
  4333. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4334. if(sp > 0)
  4335. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4336. status_heal(bl,hp,sp,0);
  4337. }
  4338. break;
  4339. // Full Chemical Protection
  4340. case CR_FULLPROTECTION:
  4341. {
  4342. int i, skilltime;
  4343. skilltime = skill_get_time(skillid,skilllv);
  4344. if (!tsc) {
  4345. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4346. break;
  4347. }
  4348. for (i=0; i<4; i++) {
  4349. if(tsc->data[SC_STRIPWEAPON + i])
  4350. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4351. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4352. }
  4353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4354. }
  4355. break;
  4356. case RG_CLEANER: //AppleGirl
  4357. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4358. break;
  4359. case CG_LONGINGFREEDOM:
  4360. {
  4361. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4362. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4363. {
  4364. clif_skill_nodamage(src,bl,skillid,skilllv,
  4365. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4366. }
  4367. }
  4368. break;
  4369. case CG_TAROTCARD:
  4370. {
  4371. int eff, count = -1;
  4372. if (rand() % 100 > skilllv * 8) {
  4373. if (sd) clif_skill_fail(sd,skillid,0,0);
  4374. map_freeblock_unlock();
  4375. return 0;
  4376. }
  4377. do {
  4378. eff = rand() % 14;
  4379. clif_specialeffect(bl, 523 + eff, AREA);
  4380. switch (eff)
  4381. {
  4382. case 0: // heals SP to 0
  4383. status_percent_damage(src, bl, 0, 100, false);
  4384. break;
  4385. case 1: // matk halved
  4386. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4387. break;
  4388. case 2: // all buffs removed
  4389. status_change_clear_buffs(bl,1);
  4390. break;
  4391. case 3: // 1000 damage, random armor destroyed
  4392. {
  4393. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4394. status_fix_damage(src, bl, 1000, 0);
  4395. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4396. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4397. }
  4398. break;
  4399. case 4: // atk halved
  4400. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4401. break;
  4402. case 5: // 2000HP heal, random teleported
  4403. status_heal(src, 2000, 0, 0);
  4404. unit_warp(src, -1,-1,-1, 3);
  4405. break;
  4406. case 6: // random 2 other effects
  4407. if (count == -1)
  4408. count = 3;
  4409. else
  4410. count++; //Should not retrigger this one.
  4411. break;
  4412. case 7: // stop freeze or stoned
  4413. {
  4414. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4415. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4416. }
  4417. break;
  4418. case 8: // curse coma and poison
  4419. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4420. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4421. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4422. break;
  4423. case 9: // confusion
  4424. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4425. break;
  4426. case 10: // 6666 damage, atk matk halved, cursed
  4427. status_fix_damage(src, bl, 6666, 0);
  4428. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4429. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4430. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4431. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4432. break;
  4433. case 11: // 4444 damage
  4434. status_fix_damage(src, bl, 4444, 0);
  4435. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4436. break;
  4437. case 12: // stun
  4438. sc_start(bl,SC_STUN,100,skilllv,5000);
  4439. break;
  4440. case 13: // atk,matk,hit,flee,def reduced
  4441. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4442. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4443. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4444. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4445. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4446. break;
  4447. default:
  4448. break;
  4449. }
  4450. } while ((--count) > 0);
  4451. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4452. }
  4453. break;
  4454. case SL_ALCHEMIST:
  4455. case SL_ASSASIN:
  4456. case SL_BARDDANCER:
  4457. case SL_BLACKSMITH:
  4458. case SL_CRUSADER:
  4459. case SL_HUNTER:
  4460. case SL_KNIGHT:
  4461. case SL_MONK:
  4462. case SL_PRIEST:
  4463. case SL_ROGUE:
  4464. case SL_SAGE:
  4465. case SL_SOULLINKER:
  4466. case SL_STAR:
  4467. case SL_SUPERNOVICE:
  4468. case SL_WIZARD:
  4469. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4470. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4471. clif_skill_fail(sd,skillid,0,0);
  4472. break;
  4473. }
  4474. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4475. { //Erase death count 1% of the casts
  4476. dstsd->die_counter = 0;
  4477. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4478. clif_misceffect2(bl, 0x152);
  4479. //SC_SPIRIT invokes status_calc_pc for us.
  4480. }
  4481. clif_skill_nodamage(src,bl,skillid,skilllv,
  4482. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4483. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4484. break;
  4485. case SL_HIGH:
  4486. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4487. clif_skill_fail(sd,skillid,0,0);
  4488. break;
  4489. }
  4490. clif_skill_nodamage(src,bl,skillid,skilllv,
  4491. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4492. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4493. break;
  4494. case SL_SWOO:
  4495. if (tsce) {
  4496. sc_start(src,SC_STUN,100,skilllv,10000);
  4497. break;
  4498. }
  4499. case SL_SKA: // [marquis007]
  4500. case SL_SKE:
  4501. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4502. clif_skill_fail(sd,skillid,0,0);
  4503. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4504. } else
  4505. clif_skill_nodamage(src,bl,skillid,skilllv,
  4506. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4507. if (skillid == SL_SKE)
  4508. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4509. break;
  4510. // New guild skills [Celest]
  4511. case GD_BATTLEORDER:
  4512. if(flag&1) {
  4513. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4514. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4515. } else if (status_get_guild_id(src)) {
  4516. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4517. map_foreachinrange(skill_area_sub, src,
  4518. skill_get_splash(skillid, skilllv), BL_PC,
  4519. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4520. skill_castend_nodamage_id);
  4521. if (sd)
  4522. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4523. }
  4524. break;
  4525. case GD_REGENERATION:
  4526. if(flag&1) {
  4527. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4528. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4529. } else if (status_get_guild_id(src)) {
  4530. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4531. map_foreachinrange(skill_area_sub, src,
  4532. skill_get_splash(skillid, skilllv), BL_PC,
  4533. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4534. skill_castend_nodamage_id);
  4535. if (sd)
  4536. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4537. }
  4538. break;
  4539. case GD_RESTORE:
  4540. if(flag&1) {
  4541. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4542. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4543. } else if (status_get_guild_id(src)) {
  4544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4545. map_foreachinrange(skill_area_sub, src,
  4546. skill_get_splash(skillid, skilllv), BL_PC,
  4547. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4548. skill_castend_nodamage_id);
  4549. if (sd)
  4550. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4551. }
  4552. break;
  4553. case GD_EMERGENCYCALL:
  4554. {
  4555. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4556. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4557. int j = 0;
  4558. struct guild *g = NULL;
  4559. // i don't know if it actually summons in a circle, but oh well. ;P
  4560. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4561. if (!g)
  4562. break;
  4563. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4564. for(i = 0; i < g->max_member; i++, j++) {
  4565. if (j>8) j=0;
  4566. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4567. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4568. continue;
  4569. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4570. dx[j] = dy[j] = 0;
  4571. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4572. }
  4573. }
  4574. if (sd)
  4575. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4576. }
  4577. break;
  4578. case SG_FEEL:
  4579. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4580. if (sd) {
  4581. if(!sd->feel_map[skilllv-1].index)
  4582. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4583. else
  4584. clif_feel_info(sd, skilllv-1, 1);
  4585. }
  4586. break;
  4587. case SG_HATE:
  4588. if (sd) {
  4589. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4590. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4591. clif_skill_fail(sd,skillid,0,0);
  4592. }
  4593. break;
  4594. case GS_GLITTERING:
  4595. if(sd) {
  4596. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4597. if(rand()%100 < (20+10*skilllv))
  4598. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4599. else if(sd->spiritball > 0)
  4600. pc_delspiritball(sd,1,0);
  4601. }
  4602. break;
  4603. case GS_CRACKER:
  4604. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4605. {
  4606. i =65 -5*distance_bl(src,bl); //Base rate
  4607. if (i < 30) i = 30;
  4608. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4609. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4610. }
  4611. else if (sd)
  4612. clif_skill_fail(sd,skillid,0,0);
  4613. break;
  4614. case AM_CALLHOMUN: //[orn]
  4615. if (sd && !merc_call_homunculus(sd))
  4616. clif_skill_fail(sd,skillid,0,0);
  4617. break;
  4618. case AM_REST:
  4619. if (sd)
  4620. {
  4621. if (merc_hom_vaporize(sd,1))
  4622. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4623. else
  4624. clif_skill_fail(sd,skillid,0,0);
  4625. }
  4626. break;
  4627. case HAMI_CASTLE: //[orn]
  4628. if(rand()%100 < 20*skilllv && src != bl)
  4629. {
  4630. int x,y;
  4631. x = src->x;
  4632. y = src->y;
  4633. if (hd)
  4634. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4635. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4636. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4637. clif_slide(src,bl->x,bl->y) ;
  4638. if (unit_movepos(bl,x,y,0,0))
  4639. {
  4640. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4641. clif_slide(bl,x,y) ;
  4642. }
  4643. //TODO: Shouldn't also players and the like switch targets?
  4644. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4645. AREA_SIZE, BL_MOB, bl, src);
  4646. }
  4647. }
  4648. // Failed
  4649. else if (hd && hd->master)
  4650. clif_skill_fail(hd->master, skillid, 0, 0);
  4651. else if (sd)
  4652. clif_skill_fail(sd, skillid, 0, 0);
  4653. break;
  4654. case HVAN_CHAOTIC: //[orn]
  4655. {
  4656. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4657. int rnd = rand()%100;
  4658. i = (skilllv-1)%5;
  4659. if(rnd<per[i][0]) //Self
  4660. bl = src;
  4661. else if(rnd<per[i][1]) //Master
  4662. bl = battle_get_master(src);
  4663. else //Enemy
  4664. bl = map_id2bl(battle_gettarget(src));
  4665. if (!bl) bl = src;
  4666. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4667. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4668. i += i * rnd / 100;
  4669. //Eh? why double skill packet?
  4670. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4671. clif_skill_nodamage(src,bl,skillid,i,1);
  4672. status_heal(bl, i, 0, 0);
  4673. }
  4674. break;
  4675. //Homun single-target support skills [orn]
  4676. case HAMI_BLOODLUST:
  4677. case HFLI_FLEET:
  4678. case HFLI_SPEED:
  4679. case HLIF_CHANGE:
  4680. clif_skill_nodamage(src,bl,skillid,skilllv,
  4681. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4682. if (hd)
  4683. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4684. break;
  4685. case NPC_DRAGONFEAR:
  4686. if (flag&1) {
  4687. const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4688. i = rand()%ARRAYLENGTH(sc);
  4689. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4690. break;
  4691. }
  4692. case NPC_WIDEBLEEDING:
  4693. case NPC_WIDECONFUSE:
  4694. case NPC_WIDECURSE:
  4695. case NPC_WIDEFREEZE:
  4696. case NPC_WIDESLEEP:
  4697. case NPC_WIDESILENCE:
  4698. case NPC_WIDESTONE:
  4699. case NPC_WIDESTUN:
  4700. case NPC_SLOWCAST:
  4701. if (flag&1)
  4702. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4703. else {
  4704. skill_area_temp[2] = 0; //For SD_PREAMBLE
  4705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4706. map_foreachinrange(skill_area_sub, bl,
  4707. skill_get_splash(skillid, skilllv),BL_CHAR,
  4708. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  4709. skill_castend_nodamage_id);
  4710. }
  4711. break;
  4712. default:
  4713. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4714. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4715. map_freeblock_unlock();
  4716. return 1;
  4717. }
  4718. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4719. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4720. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4721. }
  4722. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4723. battle_consume_ammo(sd, skillid, skilllv);
  4724. map_freeblock_unlock();
  4725. return 0;
  4726. }
  4727. /*==========================================
  4728. *
  4729. *------------------------------------------*/
  4730. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  4731. {
  4732. struct block_list* target = NULL;
  4733. struct block_list* src = NULL;
  4734. struct map_session_data* sd = NULL;
  4735. struct homun_data* hd = NULL; //[orn]
  4736. struct mob_data* md = NULL;
  4737. struct unit_data* ud = NULL;
  4738. struct status_change* sc = NULL;
  4739. int inf,inf2,flag=0;
  4740. src = map_id2bl(id);
  4741. if( src == NULL )
  4742. {
  4743. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  4744. return 0;// not found
  4745. }
  4746. ud = unit_bl2ud(src);
  4747. if( ud == NULL )
  4748. {
  4749. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  4750. return 0;// ???
  4751. }
  4752. sd = BL_CAST(BL_PC, src);
  4753. hd = BL_CAST(BL_HOM, src);
  4754. md = BL_CAST(BL_MOB, src);
  4755. if( src->prev == NULL ) {
  4756. ud->skilltimer = -1;
  4757. return 0;
  4758. }
  4759. if(ud->skillid != SA_CASTCANCEL )
  4760. {// otherwise handled in unit_skillcastcancel()
  4761. if( ud->skilltimer != tid ) {
  4762. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4763. ud->skilltimer = -1;
  4764. return 0;
  4765. }
  4766. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  4767. {// restore original walk speed
  4768. ud->skilltimer = -1;
  4769. status_calc_bl(&sd->bl, SCB_SPEED);
  4770. }
  4771. ud->skilltimer = -1;
  4772. }
  4773. if (ud->skilltarget == id)
  4774. target = src;
  4775. else
  4776. target = map_id2bl(ud->skilltarget);
  4777. // Use a do so that you can break out of it when the skill fails.
  4778. do {
  4779. if(!target || target->prev==NULL) break;
  4780. if(src->m != target->m || status_isdead(src)) break;
  4781. switch (ud->skillid) {
  4782. //These should become skill_castend_pos
  4783. case WE_CALLPARTNER:
  4784. case WE_CALLPARENT:
  4785. case WE_CALLBABY:
  4786. case AM_RESURRECTHOMUN:
  4787. case PF_SPIDERWEB:
  4788. //Find a random spot to place the skill. [Skotlex]
  4789. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4790. ud->skillx = target->x + inf2;
  4791. ud->skilly = target->y + inf2;
  4792. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4793. ud->skillx = target->x;
  4794. ud->skilly = target->y;
  4795. }
  4796. ud->skilltimer=tid;
  4797. return skill_castend_pos(tid,tick,id,data);
  4798. }
  4799. if(ud->skillid == RG_BACKSTAP) {
  4800. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4801. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4802. break;
  4803. }
  4804. }
  4805. if (ud->skillid == PR_LEXDIVINA)
  4806. {
  4807. sc = status_get_sc(target);
  4808. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4809. (!sc || !sc->data[SC_SILENCE]))
  4810. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4811. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4812. break;
  4813. }
  4814. } else {
  4815. //Check target validity.
  4816. inf = skill_get_inf(ud->skillid);
  4817. inf2 = skill_get_inf2(ud->skillid);
  4818. if(inf&INF_ATTACK_SKILL ||
  4819. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4820. inf = BCT_ENEMY; //Offensive skill.
  4821. else if(inf2&INF2_NO_ENEMY)
  4822. inf = BCT_NOENEMY;
  4823. else
  4824. inf = 0;
  4825. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4826. {
  4827. inf |=
  4828. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4829. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4830. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4831. inf &= ~BCT_NEUTRAL;
  4832. }
  4833. if (inf && battle_check_target(src, target, inf) <= 0)
  4834. break;
  4835. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4836. sc->data[SC_FOGWALL] &&
  4837. rand()%100 < 75)
  4838. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4839. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4840. break;
  4841. }
  4842. }
  4843. //Avoid doing double checks for instant-cast skills.
  4844. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4845. break;
  4846. if(md) {
  4847. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4848. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4849. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4850. }
  4851. if(src != target && battle_config.skill_add_range &&
  4852. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4853. {
  4854. if (sd) {
  4855. clif_skill_fail(sd,ud->skillid,0,0);
  4856. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4857. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4858. }
  4859. break;
  4860. }
  4861. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4862. break;
  4863. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4864. break;
  4865. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  4866. flag = 1;
  4867. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4868. unit_stop_walking(src,1);
  4869. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4870. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4871. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4872. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4873. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  4874. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4875. map_freeblock_lock();
  4876. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4877. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4878. else
  4879. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4880. sc = status_get_sc(src);
  4881. if(sc && sc->count) {
  4882. if(sc->data[SC_MAGICPOWER] &&
  4883. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4884. status_change_end(src,SC_MAGICPOWER,-1);
  4885. if(sc->data[SC_SPIRIT] &&
  4886. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4887. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  4888. ud->skillid != WZ_WATERBALL)
  4889. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4890. }
  4891. if (ud->skilltimer == -1) {
  4892. if(md) md->skillidx = -1;
  4893. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4894. ud->skilllv = ud->skilltarget = 0;
  4895. }
  4896. map_freeblock_unlock();
  4897. return 1;
  4898. } while(0);
  4899. //Skill failed.
  4900. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  4901. { //When Asura fails... (except when it fails from Fog of Wall)
  4902. //Consume SP/spheres
  4903. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4904. status_set_sp(src, 0, 0);
  4905. sc = &sd->sc;
  4906. if (sc->count)
  4907. { //End states
  4908. if (sc->data[SC_EXPLOSIONSPIRITS])
  4909. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4910. if (sc->data[SC_BLADESTOP])
  4911. status_change_end(src,SC_BLADESTOP,-1);
  4912. }
  4913. if (target && target->m == src->m)
  4914. { //Move character to target anyway.
  4915. int dx,dy;
  4916. dx = target->x - src->x;
  4917. dy = target->y - src->y;
  4918. if(dx > 0) dx++;
  4919. else if(dx < 0) dx--;
  4920. if (dy > 0) dy++;
  4921. else if(dy < 0) dy--;
  4922. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4923. { //Display movement + animation.
  4924. clif_slide(src,src->x,src->y);
  4925. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4926. }
  4927. clif_skill_fail(sd,ud->skillid,0,0);
  4928. }
  4929. }
  4930. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4931. ud->canact_tick = tick;
  4932. //You can't place a skill failed packet here because it would be
  4933. //sent in ALL cases, even cases where skill_check_condition fails
  4934. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4935. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4936. else
  4937. if(md) md->skillidx = -1;
  4938. return 0;
  4939. }
  4940. /*==========================================
  4941. *
  4942. *------------------------------------------*/
  4943. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  4944. {
  4945. struct block_list* src = map_id2bl(id);
  4946. int maxcount;
  4947. struct map_session_data *sd = NULL;
  4948. struct homun_data *hd = NULL; //[orn]
  4949. struct unit_data *ud = unit_bl2ud(src);
  4950. struct mob_data *md = NULL;
  4951. nullpo_retr(0, ud);
  4952. sd = BL_CAST(BL_PC , src);
  4953. hd = BL_CAST(BL_HOM, src);
  4954. md = BL_CAST(BL_MOB, src);
  4955. if( src->prev == NULL ) {
  4956. ud->skilltimer = -1;
  4957. return 0;
  4958. }
  4959. if( ud->skilltimer != tid )
  4960. {
  4961. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4962. ud->skilltimer = -1;
  4963. return 0;
  4964. }
  4965. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  4966. {// restore original walk speed
  4967. ud->skilltimer=-1;
  4968. status_calc_bl(&sd->bl, SCB_SPEED);
  4969. }
  4970. ud->skilltimer=-1;
  4971. do {
  4972. if(status_isdead(src))
  4973. break;
  4974. if( !(src->type&battle_config.skill_reiteration) &&
  4975. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4976. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4977. )
  4978. {
  4979. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4980. break;
  4981. }
  4982. if( src->type&battle_config.skill_nofootset &&
  4983. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4984. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4985. )
  4986. {
  4987. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4988. break;
  4989. }
  4990. if( src->type&battle_config.land_skill_limit &&
  4991. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4992. ) {
  4993. int i;
  4994. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4995. if(ud->skillunit[i]->skill_id == ud->skillid)
  4996. maxcount--;
  4997. }
  4998. if( maxcount == 0 )
  4999. {
  5000. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5001. break;
  5002. }
  5003. }
  5004. if(tid != -1)
  5005. { //Avoid double checks on instant cast skills. [Skotlex]
  5006. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5007. break;
  5008. if(battle_config.skill_add_range &&
  5009. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5010. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5011. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5012. break;
  5013. }
  5014. }
  5015. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5016. break;
  5017. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5018. break;
  5019. if(md) {
  5020. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5021. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5022. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5023. }
  5024. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5025. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5026. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5027. unit_stop_walking(src,1);
  5028. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5029. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5030. map_freeblock_lock();
  5031. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5032. if (ud->skilltimer == -1) {
  5033. if (md) md->skillidx = -1;
  5034. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5035. ud->skilllv = ud->skillx = ud->skilly = 0;
  5036. }
  5037. map_freeblock_unlock();
  5038. return 1;
  5039. } while(0);
  5040. ud->canact_tick = tick;
  5041. ud->skillid = ud->skilllv = 0;
  5042. if(sd)
  5043. sd->skillitem = sd->skillitemlv = 0;
  5044. else if(md)
  5045. md->skillidx = -1;
  5046. return 0;
  5047. }
  5048. /*==========================================
  5049. *
  5050. *------------------------------------------*/
  5051. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5052. {
  5053. struct map_session_data* sd;
  5054. struct status_change* sc;
  5055. struct status_change_entry *sce;
  5056. struct skill_unit_group* sg;
  5057. enum sc_type type;
  5058. int i;
  5059. //if(skilllv <= 0) return 0;
  5060. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5061. nullpo_retr(0, src);
  5062. if(status_isdead(src))
  5063. return 0;
  5064. sd = BL_CAST(BL_PC, src);
  5065. sc = status_get_sc(src);
  5066. type = status_skill2sc(skillid);
  5067. sce = (sc && type != -1)?sc->data[type]:NULL;
  5068. switch (skillid) { //Skill effect.
  5069. case WZ_METEOR:
  5070. case MO_BODYRELOCATION:
  5071. case CR_CULTIVATION:
  5072. case HW_GANBANTEIN:
  5073. break; //Effect is displayed on respective switch case.
  5074. default:
  5075. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5076. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5077. else
  5078. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5079. }
  5080. switch(skillid)
  5081. {
  5082. case PR_BENEDICTIO:
  5083. skill_area_temp[1] = src->id;
  5084. i = skill_get_splash(skillid, skilllv);
  5085. map_foreachinarea(skill_area_sub,
  5086. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5087. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5088. skill_castend_nodamage_id);
  5089. map_foreachinarea(skill_area_sub,
  5090. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5091. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5092. skill_castend_damage_id);
  5093. break;
  5094. case BS_HAMMERFALL:
  5095. i = skill_get_splash(skillid, skilllv);
  5096. map_foreachinarea (skill_area_sub,
  5097. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5098. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5099. skill_castend_nodamage_id);
  5100. break;
  5101. case HT_DETECTING:
  5102. i = skill_get_splash(skillid, skilllv);
  5103. map_foreachinarea( status_change_timer_sub,
  5104. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5105. src,NULL,SC_SIGHT,tick);
  5106. if(battle_config.traps_setting&1)
  5107. map_foreachinarea( skill_reveal_trap,
  5108. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5109. break;
  5110. case MG_SAFETYWALL:
  5111. case MG_FIREWALL:
  5112. case MG_THUNDERSTORM:
  5113. case AL_PNEUMA:
  5114. case WZ_ICEWALL:
  5115. case WZ_FIREPILLAR:
  5116. case WZ_QUAGMIRE:
  5117. case WZ_VERMILION:
  5118. case WZ_STORMGUST:
  5119. case WZ_HEAVENDRIVE:
  5120. case PR_SANCTUARY:
  5121. case PR_MAGNUS:
  5122. case CR_GRANDCROSS:
  5123. case NPC_GRANDDARKNESS:
  5124. case HT_SKIDTRAP:
  5125. case HT_LANDMINE:
  5126. case HT_ANKLESNARE:
  5127. case HT_SHOCKWAVE:
  5128. case HT_SANDMAN:
  5129. case HT_FLASHER:
  5130. case HT_FREEZINGTRAP:
  5131. case HT_BLASTMINE:
  5132. case HT_CLAYMORETRAP:
  5133. case AS_VENOMDUST:
  5134. case AM_DEMONSTRATION:
  5135. case PF_FOGWALL:
  5136. case PF_SPIDERWEB:
  5137. case HT_TALKIEBOX:
  5138. case WE_CALLPARTNER:
  5139. case WE_CALLPARENT:
  5140. case WE_CALLBABY:
  5141. case AC_SHOWER: //Ground-placed skill implementation.
  5142. case SA_VOLCANO:
  5143. case SA_DELUGE:
  5144. case SA_VIOLENTGALE:
  5145. case SA_LANDPROTECTOR:
  5146. case BD_LULLABY:
  5147. case BD_RICHMANKIM:
  5148. case BD_ETERNALCHAOS:
  5149. case BD_DRUMBATTLEFIELD:
  5150. case BD_RINGNIBELUNGEN:
  5151. case BD_ROKISWEIL:
  5152. case BD_INTOABYSS:
  5153. case BD_SIEGFRIED:
  5154. case BA_DISSONANCE:
  5155. case BA_POEMBRAGI:
  5156. case BA_WHISTLE:
  5157. case BA_ASSASSINCROSS:
  5158. case BA_APPLEIDUN:
  5159. case DC_UGLYDANCE:
  5160. case DC_HUMMING:
  5161. case DC_DONTFORGETME:
  5162. case DC_FORTUNEKISS:
  5163. case DC_SERVICEFORYOU:
  5164. case CG_MOONLIT:
  5165. case GS_DESPERADO:
  5166. case NJ_KAENSIN:
  5167. case NJ_BAKUENRYU:
  5168. case NJ_SUITON:
  5169. case NJ_HYOUSYOURAKU:
  5170. case NJ_RAIGEKISAI:
  5171. case NJ_KAMAITACHI:
  5172. case NPC_EVILLAND:
  5173. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5174. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5175. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5176. break;
  5177. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5178. skill_clear_unitgroup(src);
  5179. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5180. flag|=1;
  5181. break;
  5182. case HP_BASILICA:
  5183. skill_clear_unitgroup(src);
  5184. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5185. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5186. flag|=1;
  5187. break;
  5188. case CG_HERMODE:
  5189. skill_clear_unitgroup(src);
  5190. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5191. sc_start4(src,SC_DANCING,100,
  5192. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5193. flag|=1;
  5194. break;
  5195. case RG_CLEANER: // [Valaris]
  5196. i = skill_get_splash(skillid, skilllv);
  5197. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5198. break;
  5199. case WZ_METEOR:
  5200. {
  5201. int flag=0, area = skill_get_splash(skillid, skilllv);
  5202. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5203. if (sc && sc->data[SC_MAGICPOWER])
  5204. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5205. for(i=0;i<2+(skilllv>>1);i++) {
  5206. tmpx = x;
  5207. tmpy = y;
  5208. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5209. continue;
  5210. if(!(flag&1)){
  5211. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5212. flag=flag|1;
  5213. }
  5214. if(i > 0)
  5215. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5216. x1 = tmpx;
  5217. y1 = tmpy;
  5218. }
  5219. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5220. }
  5221. break;
  5222. case AL_WARP:
  5223. if(sd)
  5224. {
  5225. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5226. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5227. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5228. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5229. );
  5230. }
  5231. break;
  5232. case MO_BODYRELOCATION:
  5233. if (unit_movepos(src, x, y, 1, 1)) {
  5234. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5235. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5236. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5237. }
  5238. break;
  5239. case NJ_SHADOWJUMP:
  5240. {
  5241. if (!map_flag_gvg(src->m))
  5242. { //You don't move on GVG grounds.
  5243. unit_movepos(src, x, y, 1, 0);
  5244. clif_slide(src,x,y);
  5245. }
  5246. if (sc && sc->data[SC_HIDING])
  5247. status_change_end(src, SC_HIDING, -1);
  5248. }
  5249. break;
  5250. case AM_SPHEREMINE:
  5251. case AM_CANNIBALIZE:
  5252. {
  5253. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5254. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5255. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5256. struct mob_data *md;
  5257. // Correct info, don't change any of this! [celest]
  5258. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5259. if (md) {
  5260. md->master_id = src->id;
  5261. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5262. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5263. mob_spawn (md); //Now it is ready for spawning.
  5264. }
  5265. }
  5266. break;
  5267. // Slim Pitcher [Celest]
  5268. case CR_SLIMPITCHER:
  5269. if (sd) {
  5270. int i = skilllv%11 - 1;
  5271. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5272. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5273. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5274. clif_skill_fail(sd,skillid,0,0);
  5275. return 1;
  5276. }
  5277. potion_flag = 1;
  5278. potion_hp = 0;
  5279. potion_sp = 0;
  5280. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5281. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5282. potion_flag = 0;
  5283. //Apply skill bonuses
  5284. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5285. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5286. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5287. + pc_skillheal_bonus(sd, skillid);
  5288. potion_hp = potion_hp * (100+i)/100;
  5289. potion_sp = potion_sp * (100+i)/100;
  5290. if(potion_hp > 0 || potion_sp > 0) {
  5291. i = skill_get_splash(skillid, skilllv);
  5292. map_foreachinarea(skill_area_sub,
  5293. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5294. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5295. skill_castend_nodamage_id);
  5296. }
  5297. } else {
  5298. int i = skilllv%11 - 1;
  5299. struct item_data *item = itemdb_search(i);
  5300. i = skill_db[skillid].itemid[i];
  5301. item = itemdb_search(i);
  5302. potion_flag = 1;
  5303. potion_hp = 0;
  5304. potion_sp = 0;
  5305. run_script(item->script,0,src->id,0);
  5306. potion_flag = 0;
  5307. i = skill_get_max(CR_SLIMPITCHER)*10;
  5308. potion_hp = potion_hp * (100+i)/100;
  5309. potion_sp = potion_sp * (100+i)/100;
  5310. if(potion_hp > 0 || potion_sp > 0) {
  5311. i = skill_get_splash(skillid, skilllv);
  5312. map_foreachinarea(skill_area_sub,
  5313. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5314. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5315. skill_castend_nodamage_id);
  5316. }
  5317. }
  5318. break;
  5319. case HW_GANBANTEIN:
  5320. if (rand()%100 < 80) {
  5321. int dummy = 1;
  5322. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5323. i = skill_get_splash(skillid, skilllv);
  5324. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5325. } else {
  5326. if (sd) clif_skill_fail(sd,skillid,0,0);
  5327. return 1;
  5328. }
  5329. break;
  5330. case HW_GRAVITATION:
  5331. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5332. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5333. flag|=1;
  5334. break;
  5335. // Plant Cultivation [Celest]
  5336. case CR_CULTIVATION:
  5337. if (sd) {
  5338. int i = skilllv - 1;
  5339. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5340. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5341. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5342. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5343. ) {
  5344. clif_skill_fail(sd,skillid,0,0);
  5345. return 1;
  5346. }
  5347. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5348. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5349. if (rand()%100 < 50) {
  5350. clif_skill_fail(sd,skillid,0,0);
  5351. } else {
  5352. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5353. if (!md) break;
  5354. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5355. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5356. mob_spawn (md);
  5357. }
  5358. }
  5359. break;
  5360. case SG_SUN_WARM:
  5361. case SG_MOON_WARM:
  5362. case SG_STAR_WARM:
  5363. skill_clear_unitgroup(src);
  5364. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5365. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5366. flag|=1;
  5367. break;
  5368. case PA_GOSPEL:
  5369. if (sce && sce->val4 == BCT_SELF)
  5370. status_change_end(src,SC_GOSPEL,-1);
  5371. else
  5372. {
  5373. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5374. if (!sg) break;
  5375. if (sce)
  5376. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5377. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5378. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5379. }
  5380. break;
  5381. case NJ_TATAMIGAESHI:
  5382. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5383. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5384. break;
  5385. case AM_RESURRECTHOMUN: //[orn]
  5386. if (sd)
  5387. {
  5388. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5389. {
  5390. clif_skill_fail(sd,skillid,0,0);
  5391. break;
  5392. }
  5393. }
  5394. break;
  5395. default:
  5396. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5397. return 1;
  5398. }
  5399. if (sc && sc->data[SC_MAGICPOWER])
  5400. status_change_end(src,SC_MAGICPOWER,-1);
  5401. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5402. battle_consume_ammo(sd, skillid, skilllv);
  5403. return 0;
  5404. }
  5405. /*==========================================
  5406. *
  5407. *------------------------------------------*/
  5408. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5409. {
  5410. nullpo_retr(0, sd);
  5411. //Simplify skill_failed code.
  5412. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5413. if(skill_num != sd->menuskill_id)
  5414. return 0;
  5415. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5416. skill_failed(sd);
  5417. return 0;
  5418. }
  5419. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5420. skill_failed(sd);
  5421. return 0;
  5422. }
  5423. if(sd->sc.count && (
  5424. sd->sc.data[SC_SILENCE] ||
  5425. sd->sc.data[SC_ROKISWEIL] ||
  5426. sd->sc.data[SC_AUTOCOUNTER] ||
  5427. sd->sc.data[SC_STEELBODY] ||
  5428. sd->sc.data[SC_DANCING] ||
  5429. sd->sc.data[SC_BERSERK] ||
  5430. sd->sc.data[SC_MARIONETTE]
  5431. )) {
  5432. skill_failed(sd);
  5433. return 0;
  5434. }
  5435. pc_stop_attack(sd);
  5436. pc_stop_walking(sd,0);
  5437. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5438. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5439. if(strcmp(map,"cancel")==0) {
  5440. skill_failed(sd);
  5441. return 0;
  5442. }
  5443. switch(skill_num)
  5444. {
  5445. case AL_TELEPORT:
  5446. if(strcmp(map,"Random")==0)
  5447. pc_randomwarp(sd,3);
  5448. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5449. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5450. break;
  5451. case AL_WARP:
  5452. {
  5453. const struct point *p[4];
  5454. struct skill_unit_group *group;
  5455. int i, lv, wx, wy;
  5456. int maxcount=0;
  5457. int x,y;
  5458. unsigned short mapindex;
  5459. mapindex = mapindex_name2id((char*)map);
  5460. if(!mapindex) { //Given map not found?
  5461. clif_skill_fail(sd,skill_num,0,0);
  5462. skill_failed(sd);
  5463. return 0;
  5464. }
  5465. p[0] = &sd->status.save_point;
  5466. p[1] = &sd->status.memo_point[0];
  5467. p[2] = &sd->status.memo_point[1];
  5468. p[3] = &sd->status.memo_point[2];
  5469. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5470. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5471. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5472. maxcount--;
  5473. }
  5474. if(!maxcount) {
  5475. clif_skill_fail(sd,skill_num,0,0);
  5476. skill_failed(sd);
  5477. return 0;
  5478. }
  5479. }
  5480. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5481. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5482. wx = sd->menuskill_val>>16;
  5483. wy = sd->menuskill_val&0xffff;
  5484. if( lv <= 0 ) return 0;
  5485. if( lv > 4 ) lv = 4; // crash prevention
  5486. // check if the chosen map exists in the memo list
  5487. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5488. if( i < lv ) {
  5489. x=p[i]->x;
  5490. y=p[i]->y;
  5491. } else {
  5492. skill_failed(sd);
  5493. return 0;
  5494. }
  5495. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5496. {
  5497. skill_failed(sd);
  5498. return 0;
  5499. }
  5500. // This makes Warp Portal fail if the cell is not empty
  5501. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5502. // clif_skill_fail(sd,0,0,0);
  5503. // skill_failed(sd);
  5504. // return 0;
  5505. //}
  5506. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5507. skill_failed(sd);
  5508. return 0;
  5509. }
  5510. // record the destination coordinates
  5511. group->val2 = (x<<16)|y;
  5512. group->val3 = mapindex;
  5513. }
  5514. break;
  5515. }
  5516. sd->menuskill_id = sd->menuskill_val = 0;
  5517. return 0;
  5518. #undef skill_failed
  5519. }
  5520. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5521. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5522. {
  5523. struct skill_unit* target = (struct skill_unit*)bl;
  5524. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5525. int flag = va_arg(ap, int);
  5526. if (src == target)
  5527. return 0;
  5528. if (!target->group || !(target->group->state.song_dance&0x1))
  5529. return 0;
  5530. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5531. return 0;
  5532. if (flag) //Set dissonance
  5533. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5534. else //Remove dissonance
  5535. target->val2 &= ~UF_ENSEMBLE;
  5536. clif_skill_setunit(target); //Update look of affected cell.
  5537. return 1;
  5538. }
  5539. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5540. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5541. //When 1, this unit has been positioned, so start the cancel effect.
  5542. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5543. {
  5544. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5545. return 0;
  5546. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5547. return 0; //Nothing to remove, this unit is not overlapped.
  5548. if (unit->val1 != unit->group->skill_id)
  5549. { //Reset state
  5550. unit->val1 = unit->group->skill_id;
  5551. unit->val2 &= ~UF_ENSEMBLE;
  5552. }
  5553. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5554. }
  5555. /*==========================================
  5556. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5557. * Flag: 0 - Convert, 1 - Revert.
  5558. *------------------------------------------*/
  5559. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5560. {
  5561. static struct skill_unit_group backup;
  5562. struct skill_unit_group* group = unit->group;
  5563. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5564. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5565. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5566. return false;
  5567. if( !flag )
  5568. { //Transform
  5569. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5570. // backup
  5571. backup.skill_id = group->skill_id;
  5572. backup.skill_lv = group->skill_lv;
  5573. backup.unit_id = group->unit_id;
  5574. backup.target_flag = group->target_flag;
  5575. backup.bl_flag = group->bl_flag;
  5576. backup.interval = group->interval;
  5577. // replace
  5578. group->skill_id = skillid;
  5579. group->skill_lv = 1;
  5580. group->unit_id = skill_get_unit_id(skillid,0);
  5581. group->target_flag = skill_get_unit_target(skillid);
  5582. group->bl_flag = skill_get_unit_bl_target(skillid);
  5583. group->interval = skill_get_unit_interval(skillid);
  5584. }
  5585. else
  5586. { //Restore
  5587. group->skill_id = backup.skill_id;
  5588. group->skill_lv = backup.skill_lv;
  5589. group->unit_id = backup.unit_id;
  5590. group->target_flag = backup.target_flag;
  5591. group->bl_flag = backup.bl_flag;
  5592. group->interval = backup.interval;
  5593. }
  5594. return true;
  5595. }
  5596. /*==========================================
  5597. * Initializes and sets a ground skill.
  5598. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5599. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5600. *------------------------------------------*/
  5601. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5602. {
  5603. struct skill_unit_group *group;
  5604. int i,limit,val1=0,val2=0,val3=0;
  5605. int target,interval,range,unit_flag;
  5606. struct s_skill_unit_layout *layout;
  5607. struct map_session_data *sd;
  5608. struct status_data *status;
  5609. struct status_change *sc;
  5610. int active_flag=1;
  5611. int subunt=0;
  5612. nullpo_retr(NULL, src);
  5613. limit = skill_get_time(skillid,skilllv);
  5614. range = skill_get_unit_range(skillid,skilllv);
  5615. interval = skill_get_unit_interval(skillid);
  5616. target = skill_get_unit_target(skillid);
  5617. unit_flag = skill_get_unit_flag(skillid);
  5618. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5619. sd = BL_CAST(BL_PC, src);
  5620. status = status_get_status_data(src);
  5621. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5622. switch(skillid)
  5623. {
  5624. case MG_SAFETYWALL:
  5625. val2=skilllv+1;
  5626. break;
  5627. case MG_FIREWALL:
  5628. if(sc && sc->data[SC_VIOLENTGALE])
  5629. limit = limit*3/2;
  5630. val2=4+skilllv;
  5631. break;
  5632. case AL_WARP:
  5633. val1=skilllv+6;
  5634. if(!(flag&1))
  5635. limit=2000;
  5636. else // previous implementation (not used anymore)
  5637. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5638. if( src->type != BL_SKILL ) return NULL;
  5639. group = ((TBL_SKILL*)src)->group;
  5640. src = map_id2bl(group->src_id);
  5641. if( !src ) return NULL;
  5642. val2 = group->val2; //Copy the (x,y) position you warp to
  5643. val3 = group->val3; //as well as the mapindex to warp to.
  5644. }
  5645. break;
  5646. case PR_SANCTUARY:
  5647. case NPC_EVILLAND:
  5648. val1=(skilllv+3)*2;
  5649. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5650. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5651. val2 += val2 * i / 100;
  5652. break;
  5653. case WZ_FIREPILLAR:
  5654. if((flag&1)!=0)
  5655. limit=1000;
  5656. val1=skilllv+2;
  5657. break;
  5658. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5659. case AM_DEMONSTRATION:
  5660. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5661. && (src->type&battle_config.vs_traps_bctall))
  5662. target = BCT_ALL;
  5663. break;
  5664. case HT_SHOCKWAVE:
  5665. val1=skilllv*15+10;
  5666. case HT_SANDMAN:
  5667. case HT_CLAYMORETRAP:
  5668. case HT_SKIDTRAP:
  5669. case HT_LANDMINE:
  5670. case HT_ANKLESNARE:
  5671. case HT_FLASHER:
  5672. case HT_FREEZINGTRAP:
  5673. case HT_BLASTMINE:
  5674. if( map_flag_gvg(src->m) )
  5675. limit *= 4; // longer trap times in WOE [celest]
  5676. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5677. target = BCT_ALL;
  5678. break;
  5679. case SA_LANDPROTECTOR:
  5680. case SA_VOLCANO:
  5681. case SA_DELUGE:
  5682. case SA_VIOLENTGALE:
  5683. {
  5684. struct skill_unit_group *old_sg;
  5685. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5686. { //HelloKitty confirmed that these are interchangeable,
  5687. //so you can change element and not consume gemstones.
  5688. if ((
  5689. old_sg->skill_id == SA_VOLCANO ||
  5690. old_sg->skill_id == SA_DELUGE ||
  5691. old_sg->skill_id == SA_VIOLENTGALE
  5692. ) && old_sg->limit > 0)
  5693. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5694. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5695. if (limit < 0) //This can happen...
  5696. limit = skill_get_time(skillid,skilllv);
  5697. }
  5698. skill_clear_group(src,1);
  5699. }
  5700. break;
  5701. }
  5702. case BA_DISSONANCE:
  5703. case DC_UGLYDANCE:
  5704. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5705. break;
  5706. case BA_WHISTLE:
  5707. val1 = skilllv +status->agi/10; // Flee increase
  5708. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5709. if(sd){
  5710. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5711. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5712. }
  5713. break;
  5714. case DC_HUMMING:
  5715. val1 = 2*skilllv+status->dex/10; // Hit increase
  5716. if(sd)
  5717. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5718. break;
  5719. case BA_POEMBRAGI:
  5720. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5721. //For some reason at level 10 the base delay reduction is 50%.
  5722. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5723. if(sd){
  5724. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5725. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5726. }
  5727. break;
  5728. case DC_DONTFORGETME:
  5729. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  5730. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  5731. if(sd){
  5732. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5733. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5734. }
  5735. break;
  5736. case BA_APPLEIDUN:
  5737. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5738. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5739. if(sd){
  5740. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5741. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5742. if ((i = pc_skillheal_bonus(sd, skillid)))
  5743. val2 += val2 * i / 100;
  5744. }
  5745. break;
  5746. case DC_SERVICEFORYOU:
  5747. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  5748. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  5749. if(sd){
  5750. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  5751. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  5752. }
  5753. break;
  5754. case BA_ASSASSINCROSS:
  5755. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5756. if(sd)
  5757. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5758. break;
  5759. case DC_FORTUNEKISS:
  5760. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5761. if(sd)
  5762. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5763. val1*=10; //Because every 10 crit is an actual cri point.
  5764. break;
  5765. case BD_DRUMBATTLEFIELD:
  5766. val1 = (skilllv+1)*25; //Watk increase
  5767. val2 = (skilllv+1)*2; //Def increase
  5768. break;
  5769. case BD_RINGNIBELUNGEN:
  5770. val1 = (skilllv+2)*25; //Watk increase
  5771. break;
  5772. case BD_RICHMANKIM:
  5773. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5774. break;
  5775. case BD_SIEGFRIED:
  5776. val1 = 55 + skilllv*5; //Elemental Resistance
  5777. val2 = skilllv*10; //Status ailment resistance
  5778. break;
  5779. case WE_CALLPARTNER:
  5780. if (sd) val1 = sd->status.partner_id;
  5781. break;
  5782. case WE_CALLPARENT:
  5783. if (sd) {
  5784. val1 = sd->status.father;
  5785. val2 = sd->status.mother;
  5786. }
  5787. break;
  5788. case WE_CALLBABY:
  5789. if (sd) val1 = sd->status.child;
  5790. break;
  5791. case NJ_KAENSIN:
  5792. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5793. val2 = (skilllv+1)/2 + 4;
  5794. break;
  5795. case NJ_SUITON:
  5796. skill_clear_group(src, 1);
  5797. break;
  5798. case GS_GROUNDDRIFT:
  5799. {
  5800. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5801. val1 = status->rhw.ele;
  5802. if (!val1)
  5803. val1=element[rand()%5];
  5804. switch (val1)
  5805. {
  5806. case ELE_FIRE:
  5807. subunt++;
  5808. case ELE_WATER:
  5809. subunt++;
  5810. case ELE_POISON:
  5811. subunt++;
  5812. case ELE_DARK:
  5813. subunt++;
  5814. case ELE_WIND:
  5815. break;
  5816. default:
  5817. subunt=rand()%5;
  5818. break;
  5819. }
  5820. break;
  5821. }
  5822. }
  5823. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5824. group->val1=val1;
  5825. group->val2=val2;
  5826. group->val3=val3;
  5827. group->target_flag=target;
  5828. group->bl_flag= skill_get_unit_bl_target(skillid);
  5829. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  5830. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5831. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  5832. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5833. if (DIFF_TICK(group->tick, gettick()) > 100)
  5834. active_flag = 0;
  5835. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5836. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5837. if (sd)
  5838. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5839. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5840. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5841. }
  5842. if (group->state.song_dance) {
  5843. if(sd){
  5844. sd->skillid_dance = skillid;
  5845. sd->skilllv_dance = skilllv;
  5846. }
  5847. if (
  5848. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5849. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5850. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5851. )
  5852. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5853. }
  5854. limit = group->limit;
  5855. for( i = 0; i < layout->count; i++ )
  5856. {
  5857. struct skill_unit *unit;
  5858. int ux = x + layout->dx[i];
  5859. int uy = y + layout->dy[i];
  5860. int val1 = skilllv;
  5861. int val2 = 0;
  5862. int alive = 1;
  5863. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  5864. continue; // don't place skill units on walls (except for songs/dances/encores)
  5865. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  5866. continue; // no path between cell and center of casting.
  5867. switch (skillid) {
  5868. case MG_FIREWALL:
  5869. case NJ_KAENSIN:
  5870. val2=group->val2;
  5871. break;
  5872. case WZ_ICEWALL:
  5873. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5874. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  5875. break;
  5876. case HT_LANDMINE:
  5877. case HT_ANKLESNARE:
  5878. case HT_SHOCKWAVE:
  5879. case HT_SANDMAN:
  5880. case HT_FLASHER:
  5881. case HT_FREEZINGTRAP:
  5882. case HT_TALKIEBOX:
  5883. case HT_SKIDTRAP:
  5884. val1 = 3500;
  5885. break;
  5886. case GS_DESPERADO:
  5887. val1 = abs(layout->dx[i]);
  5888. val2 = abs(layout->dy[i]);
  5889. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5890. if (val2 > val1) val1 = val2;
  5891. if (val1) val1--;
  5892. val1 = 36 -12*val1;
  5893. } else //Diagonal edges
  5894. val1 = 28 -4*val1 -4*val2;
  5895. if (val1 < 1) val1 = 1;
  5896. val2 = 0;
  5897. break;
  5898. default:
  5899. if (group->state.song_dance&0x1)
  5900. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5901. break;
  5902. }
  5903. if( range <= 0 )
  5904. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5905. if( !alive )
  5906. continue;
  5907. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5908. unit->limit=limit;
  5909. unit->range=range;
  5910. if (skillid == PF_FOGWALL && alive == 2)
  5911. { //Double duration of cells on top of Deluge/Suiton
  5912. unit->limit *= 2;
  5913. group->limit = unit->limit;
  5914. }
  5915. // execute on all targets standing on this cell
  5916. if (range==0 && active_flag)
  5917. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5918. }
  5919. if (!group->alive_count)
  5920. { //No cells? Something that was blocked completely by Land Protector?
  5921. skill_delunitgroup(src, group);
  5922. return NULL;
  5923. }
  5924. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5925. group->val1 = group->alive_count;
  5926. return group;
  5927. }
  5928. /*==========================================
  5929. *
  5930. *------------------------------------------*/
  5931. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5932. {
  5933. struct skill_unit_group *sg;
  5934. struct block_list *ss;
  5935. struct status_change *sc;
  5936. struct status_change_entry *sce;
  5937. enum sc_type type;
  5938. int skillid;
  5939. nullpo_retr(0, src);
  5940. nullpo_retr(0, bl);
  5941. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5942. return 0;
  5943. nullpo_retr(0, sg=src->group);
  5944. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5945. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)
  5946. && !skill_get_inf2(sg->skill_id) == INF2_TRAP) //Traps work on top of land protector, magical or not [Brain]
  5947. return 0; //AoE skills are ineffective. [Skotlex]
  5948. sc = status_get_sc(bl);
  5949. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5950. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5951. type = status_skill2sc(sg->skill_id);
  5952. sce = (sc && type != -1)?sc->data[type]:NULL;
  5953. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5954. switch (sg->unit_id) {
  5955. case UNT_SAFETYWALL:
  5956. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5957. if (!sce)
  5958. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5959. break;
  5960. case UNT_PNEUMA:
  5961. if (!sce)
  5962. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5963. break;
  5964. case UNT_WARP_WAITING:
  5965. if(bl->type==BL_PC){
  5966. struct map_session_data *sd = (struct map_session_data *)bl;
  5967. if((!sd->chatID || battle_config.chat_warpportal)
  5968. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  5969. {
  5970. int x = sg->val2>>16;
  5971. int y = sg->val2&0xffff;
  5972. unsigned short m = sg->val3;
  5973. if( --sg->val1 <= 0 )
  5974. skill_delunitgroup(NULL, sg);
  5975. pc_setpos(sd,m,x,y,3);
  5976. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  5977. }
  5978. } else
  5979. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5980. {
  5981. int m = map_mapindex2mapid(sg->val3);
  5982. if (m < 0) break; //Map not available on this map-server.
  5983. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5984. }
  5985. break;
  5986. case UNT_QUAGMIRE:
  5987. if(!sce)
  5988. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5989. break;
  5990. case UNT_VOLCANO:
  5991. case UNT_DELUGE:
  5992. case UNT_VIOLENTGALE:
  5993. if(!sce)
  5994. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5995. break;
  5996. case UNT_SUITON:
  5997. if(!sce)
  5998. sc_start4(bl,type,100,sg->skill_lv,
  5999. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6000. 0,0,sg->limit);
  6001. break;
  6002. case UNT_HERMODE:
  6003. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6004. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6005. case UNT_RICHMANKIM:
  6006. case UNT_ETERNALCHAOS:
  6007. case UNT_DRUMBATTLEFIELD:
  6008. case UNT_RINGNIBELUNGEN:
  6009. case UNT_ROKISWEIL:
  6010. case UNT_INTOABYSS:
  6011. case UNT_SIEGFRIED:
  6012. //Needed to check when a dancer/bard leaves their ensemble area.
  6013. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6014. return skillid;
  6015. if (!sce)
  6016. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6017. break;
  6018. case UNT_WHISTLE:
  6019. case UNT_ASSASSINCROSS:
  6020. case UNT_POEMBRAGI:
  6021. case UNT_APPLEIDUN:
  6022. case UNT_HUMMING:
  6023. case UNT_DONTFORGETME:
  6024. case UNT_FORTUNEKISS:
  6025. case UNT_SERVICEFORYOU:
  6026. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6027. return 0;
  6028. if (!sc) return 0;
  6029. if (!sce)
  6030. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6031. else if (sce->val4 == 1) {
  6032. //Readjust timers since the effect will not last long.
  6033. sce->val4 = 0;
  6034. delete_timer(sce->timer, status_change_timer);
  6035. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6036. }
  6037. break;
  6038. case UNT_FOGWALL:
  6039. if (!sce)
  6040. {
  6041. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6042. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6043. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6044. }
  6045. break;
  6046. case UNT_GRAVITATION:
  6047. if (!sce)
  6048. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6049. break;
  6050. // officially, icewall has no problems existing on occupied cells [ultramage]
  6051. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6052. // src->val1 = 0;
  6053. // if(src->limit + sg->tick > tick + 700)
  6054. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6055. // break;
  6056. case UNT_MOONLIT:
  6057. //Knockback out of area if affected char isn't in Moonlit effect
  6058. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6059. break;
  6060. if (ss == bl) //Also needed to prevent infinite loop crash.
  6061. break;
  6062. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6063. break;
  6064. }
  6065. return skillid;
  6066. }
  6067. /*==========================================
  6068. *
  6069. *------------------------------------------*/
  6070. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6071. {
  6072. struct skill_unit_group *sg;
  6073. struct block_list *ss;
  6074. TBL_PC* sd;
  6075. TBL_PC* tsd;
  6076. struct status_data *tstatus, *sstatus;
  6077. struct status_change *tsc, *sc;
  6078. struct skill_unit_group_tickset *ts;
  6079. enum sc_type type;
  6080. int skillid;
  6081. int diff=0;
  6082. nullpo_retr(0, src);
  6083. nullpo_retr(0, bl);
  6084. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6085. return 0;
  6086. nullpo_retr(0, sg=src->group);
  6087. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6088. sd = BL_CAST(BL_PC, ss);
  6089. tsd = BL_CAST(BL_PC, bl);
  6090. tsc = status_get_sc(bl);
  6091. tstatus = status_get_status_data(bl);
  6092. if (sg->state.magic_power) //For magic power.
  6093. {
  6094. sc = status_get_sc(ss);
  6095. sstatus = status_get_status_data(ss);
  6096. } else {
  6097. sc = NULL;
  6098. sstatus = NULL;
  6099. }
  6100. type = status_skill2sc(sg->skill_id);
  6101. skillid = sg->skill_id;
  6102. if (sg->interval == -1) {
  6103. switch (sg->unit_id) {
  6104. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6105. case UNT_SPIDERWEB:
  6106. case UNT_FIREPILLAR_ACTIVE:
  6107. return 0;
  6108. default:
  6109. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6110. return 0;
  6111. }
  6112. }
  6113. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6114. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6115. diff = DIFF_TICK(tick,ts->tick);
  6116. if (diff < 0)
  6117. return 0;
  6118. ts->tick = tick+sg->interval;
  6119. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6120. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6121. }
  6122. //Temporarily set magic power to have it take effect. [Skotlex]
  6123. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6124. { //Store previous values.
  6125. swap(sstatus->matk_min, sc->mp_matk_min);
  6126. swap(sstatus->matk_max, sc->mp_matk_max);
  6127. //Note to NOT return from the function until this is unset!
  6128. }
  6129. switch (sg->unit_id)
  6130. {
  6131. case UNT_FIREWALL:
  6132. case UNT_KAENSIN:
  6133. {
  6134. int count=0;
  6135. const int x = bl->x, y = bl->y;
  6136. //Take into account these hit more times than the timer interval can handle.
  6137. do
  6138. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6139. while(--src->val2 && x == bl->x && y == bl->y &&
  6140. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6141. if (src->val2<=0)
  6142. skill_delunit(src);
  6143. }
  6144. break;
  6145. case UNT_SANCTUARY:
  6146. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6147. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6148. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6149. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6150. // reduce healing count if this was meant for damaging [hekate]
  6151. sg->val1 -= 2;
  6152. } else {
  6153. int heal = sg->val2;
  6154. if (tstatus->hp >= tstatus->max_hp)
  6155. break;
  6156. if( tsc )
  6157. {
  6158. if( tsc->data[SC_INCHEALRATE] )
  6159. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6160. if( tsc->data[SC_CRITICALWOUND] )
  6161. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6162. }
  6163. if (status_isimmune(bl))
  6164. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6165. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6166. status_heal(bl, heal, 0, 0);
  6167. if (diff >= 500)
  6168. sg->val1--;
  6169. }
  6170. if (sg->val1 <= 0)
  6171. skill_delunitgroup(NULL,sg);
  6172. break;
  6173. case UNT_EVILLAND:
  6174. //Will heal demon and undead element monsters, but not players.
  6175. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6176. { //Damage enemies
  6177. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6178. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6179. } else {
  6180. int heal = sg->val2;
  6181. if (tstatus->hp >= tstatus->max_hp)
  6182. break;
  6183. if (tsc && tsc->data[SC_CRITICALWOUND])
  6184. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6185. if (status_isimmune(bl))
  6186. heal = 0;
  6187. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6188. status_heal(bl, heal, 0, 0);
  6189. }
  6190. break;
  6191. case UNT_MAGNUS:
  6192. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6193. break;
  6194. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6195. break;
  6196. case UNT_ATTACK_SKILLS:
  6197. switch (sg->skill_id)
  6198. {
  6199. case SG_SUN_WARM: //SG skills [Komurka]
  6200. case SG_MOON_WARM:
  6201. case SG_STAR_WARM:
  6202. {
  6203. int count = 0;
  6204. const int x = bl->x, y = bl->y;
  6205. //If target isn't knocked back it should hit every 20ms [Playtester]
  6206. do
  6207. {
  6208. if( bl->type == BL_PC )
  6209. status_zap(bl, 0, 15); // sp damage to players
  6210. else // mobs
  6211. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6212. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6213. else { //should end when out of sp.
  6214. sg->limit = DIFF_TICK(tick,sg->tick);
  6215. break;
  6216. }
  6217. } while( x == bl->x && y == bl->y &&
  6218. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6219. }
  6220. break;
  6221. case WZ_STORMGUST:
  6222. if (tsc)
  6223. { //Reset hit counter when under new storm gust.
  6224. if (tsc->sg_id != sg->group_id) {
  6225. tsc->sg_id = sg->group_id;
  6226. tsc->sg_counter = 0;
  6227. }
  6228. tsc->sg_counter++; //SG hit counter.
  6229. }
  6230. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6231. tsc->sg_counter=0; //Attack absorbed.
  6232. break;
  6233. default:
  6234. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6235. }
  6236. break;
  6237. case UNT_FIREPILLAR_WAITING:
  6238. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6239. skill_delunit(src);
  6240. break;
  6241. case UNT_SKIDTRAP:
  6242. {
  6243. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6244. sg->unit_id = UNT_USED_TRAPS;
  6245. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6246. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6247. }
  6248. break;
  6249. case UNT_SPIDERWEB:
  6250. case UNT_ANKLESNARE:
  6251. if(sg->val2==0 && tsc){
  6252. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6253. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6254. {
  6255. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6256. if (td) sec = DIFF_TICK(td->tick, tick);
  6257. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6258. clif_fixpos(bl);
  6259. sg->val2=bl->id;
  6260. } else
  6261. sec = 3000; //Couldn't trap it?
  6262. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6263. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6264. sg->interval = -1;
  6265. src->range = 0;
  6266. }
  6267. break;
  6268. case UNT_VENOMDUST:
  6269. if(tsc && !tsc->data[type])
  6270. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6271. break;
  6272. case UNT_LANDMINE:
  6273. case UNT_CLAYMORETRAP:
  6274. case UNT_BLASTMINE:
  6275. case UNT_SHOCKWAVE:
  6276. case UNT_SANDMAN:
  6277. case UNT_FLASHER:
  6278. case UNT_FREEZINGTRAP:
  6279. case UNT_FIREPILLAR_ACTIVE:
  6280. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6281. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6282. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6283. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6284. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6285. break;
  6286. case UNT_TALKIEBOX:
  6287. if (sg->src_id == bl->id)
  6288. break;
  6289. if (sg->val2 == 0){
  6290. clif_talkiebox(&src->bl, sg->valstr);
  6291. sg->unit_id = UNT_USED_TRAPS;
  6292. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6293. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6294. sg->val2 = -1;
  6295. }
  6296. break;
  6297. case UNT_LULLABY:
  6298. if (ss->id == bl->id)
  6299. break;
  6300. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6301. break;
  6302. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6303. if (ss->id != bl->id)
  6304. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6305. break;
  6306. case UNT_DISSONANCE:
  6307. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6308. break;
  6309. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6310. {
  6311. int heal;
  6312. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6313. break; // affects self only when soullinked
  6314. heal = sg->val2;
  6315. if(tsc && tsc->data[SC_CRITICALWOUND])
  6316. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6317. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6318. status_heal(bl, heal, 0, 0);
  6319. break;
  6320. }
  6321. case UNT_TATAMIGAESHI:
  6322. case UNT_DEMONSTRATION:
  6323. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6324. break;
  6325. case UNT_GOSPEL:
  6326. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6327. break;
  6328. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6329. { // Support Effect only on party, not guild
  6330. int heal;
  6331. int i = rand()%13; // Positive buff count
  6332. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6333. switch (i)
  6334. {
  6335. case 0: // Heal 1~9999 HP
  6336. heal = rand() %9999+1;
  6337. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6338. status_heal(bl,heal,0,0);
  6339. break;
  6340. case 1: // End all negative status
  6341. status_change_clear_buffs(bl,2);
  6342. if (tsd) clif_gospel_info(tsd, 0x15);
  6343. break;
  6344. case 2: // Immunity to all status
  6345. sc_start(bl,SC_SCRESIST,100,100,time);
  6346. if (tsd) clif_gospel_info(tsd, 0x16);
  6347. break;
  6348. case 3: // MaxHP +100%
  6349. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6350. if (tsd) clif_gospel_info(tsd, 0x17);
  6351. break;
  6352. case 4: // MaxSP +100%
  6353. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6354. if (tsd) clif_gospel_info(tsd, 0x18);
  6355. break;
  6356. case 5: // All stats +20
  6357. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6358. if (tsd) clif_gospel_info(tsd, 0x19);
  6359. break;
  6360. case 6: // Level 10 Blessing
  6361. sc_start(bl,SC_BLESSING,100,10,time);
  6362. break;
  6363. case 7: // Level 10 Increase AGI
  6364. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6365. break;
  6366. case 8: // Enchant weapon with Holy element
  6367. sc_start(bl,SC_ASPERSIO,100,1,time);
  6368. if (tsd) clif_gospel_info(tsd, 0x1c);
  6369. break;
  6370. case 9: // Enchant armor with Holy element
  6371. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6372. if (tsd) clif_gospel_info(tsd, 0x1d);
  6373. break;
  6374. case 10: // DEF +25%
  6375. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6376. if (tsd) clif_gospel_info(tsd, 0x1e);
  6377. break;
  6378. case 11: // ATK +100%
  6379. sc_start(bl,SC_INCATKRATE,100,100,time);
  6380. if (tsd) clif_gospel_info(tsd, 0x1f);
  6381. break;
  6382. case 12: // HIT/Flee +50
  6383. sc_start(bl,SC_INCHIT,100,50,time);
  6384. sc_start(bl,SC_INCFLEE,100,50,time);
  6385. if (tsd) clif_gospel_info(tsd, 0x20);
  6386. break;
  6387. }
  6388. }
  6389. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6390. { // Offensive Effect
  6391. int i = rand()%9; // Negative buff count
  6392. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6393. switch (i)
  6394. {
  6395. case 0: // Deal 1~9999 damage
  6396. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6397. break;
  6398. case 1: // Curse
  6399. sc_start(bl,SC_CURSE,100,1,time);
  6400. break;
  6401. case 2: // Blind
  6402. sc_start(bl,SC_BLIND,100,1,time);
  6403. break;
  6404. case 3: // Poison
  6405. sc_start(bl,SC_POISON,100,1,time);
  6406. break;
  6407. case 4: // Level 10 Provoke
  6408. sc_start(bl,SC_PROVOKE,100,10,time);
  6409. break;
  6410. case 5: // DEF -100%
  6411. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6412. break;
  6413. case 6: // ATK -100%
  6414. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6415. break;
  6416. case 7: // Flee -100%
  6417. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6418. break;
  6419. case 8: // Speed/ASPD -25%
  6420. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6421. break;
  6422. }
  6423. }
  6424. break;
  6425. case UNT_GRAVITATION:
  6426. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6427. break;
  6428. case UNT_DESPERADO:
  6429. if (rand()%100 < src->val1)
  6430. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6431. break;
  6432. case UNT_GROUNDDRIFT_WIND:
  6433. case UNT_GROUNDDRIFT_DARK:
  6434. case UNT_GROUNDDRIFT_POISON:
  6435. case UNT_GROUNDDRIFT_WATER:
  6436. case UNT_GROUNDDRIFT_FIRE:
  6437. map_foreachinrange(skill_trap_splash,&src->bl,
  6438. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6439. &src->bl,tick);
  6440. sg->unit_id = UNT_USED_TRAPS;
  6441. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6442. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6443. break;
  6444. }
  6445. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6446. { //Unset magic power.
  6447. swap(sstatus->matk_min, sc->mp_matk_min);
  6448. swap(sstatus->matk_max, sc->mp_matk_max);
  6449. }
  6450. if (bl->type == BL_MOB && ss != bl)
  6451. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6452. return skillid;
  6453. }
  6454. /*==========================================
  6455. * Triggered when a char steps out of a skill cell
  6456. *------------------------------------------*/
  6457. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6458. {
  6459. struct skill_unit_group *sg;
  6460. struct status_change *sc;
  6461. struct status_change_entry *sce;
  6462. enum sc_type type;
  6463. nullpo_retr(0, src);
  6464. nullpo_retr(0, bl);
  6465. nullpo_retr(0, sg=src->group);
  6466. sc = status_get_sc(bl);
  6467. type = status_skill2sc(sg->skill_id);
  6468. sce = (sc && type != -1)?sc->data[type]:NULL;
  6469. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6470. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6471. return 0;
  6472. switch(sg->unit_id){
  6473. case UNT_SAFETYWALL:
  6474. case UNT_PNEUMA:
  6475. if (sce)
  6476. status_change_end(bl,type,-1);
  6477. break;
  6478. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6479. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6480. status_change_end(bl,type,-1);
  6481. break;
  6482. case UNT_SPIDERWEB:
  6483. {
  6484. struct block_list *target = map_id2bl(sg->val2);
  6485. if (target && target==bl)
  6486. {
  6487. if (sce && sce->val2 == sg->group_id)
  6488. status_change_end(bl,type,-1);
  6489. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6490. }
  6491. break;
  6492. }
  6493. }
  6494. return sg->skill_id;
  6495. }
  6496. /*==========================================
  6497. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6498. *------------------------------------------*/
  6499. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6500. {
  6501. struct status_change *sc;
  6502. struct status_change_entry *sce;
  6503. enum sc_type type;
  6504. sc = status_get_sc(bl);
  6505. if (sc && !sc->count)
  6506. sc = NULL;
  6507. type = status_skill2sc(skill_id);
  6508. sce = (sc && type != -1)?sc->data[type]:NULL;
  6509. switch (skill_id)
  6510. {
  6511. case WZ_QUAGMIRE:
  6512. if (bl->type==BL_MOB)
  6513. break;
  6514. if (sce)
  6515. status_change_end(bl, type, -1);
  6516. break;
  6517. case BD_LULLABY:
  6518. case BD_RICHMANKIM:
  6519. case BD_ETERNALCHAOS:
  6520. case BD_DRUMBATTLEFIELD:
  6521. case BD_RINGNIBELUNGEN:
  6522. case BD_ROKISWEIL:
  6523. case BD_INTOABYSS:
  6524. case BD_SIEGFRIED:
  6525. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6526. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6527. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6528. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6529. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6530. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6531. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6532. skill_stop_dancing(bl);
  6533. }
  6534. case MG_SAFETYWALL:
  6535. case AL_PNEUMA:
  6536. case SA_VOLCANO:
  6537. case SA_DELUGE:
  6538. case SA_VIOLENTGALE:
  6539. case CG_HERMODE:
  6540. case HW_GRAVITATION:
  6541. case NJ_SUITON:
  6542. if (sce)
  6543. status_change_end(bl, type, -1);
  6544. break;
  6545. case BA_POEMBRAGI:
  6546. case BA_WHISTLE:
  6547. case BA_ASSASSINCROSS:
  6548. case BA_APPLEIDUN:
  6549. case DC_HUMMING:
  6550. case DC_DONTFORGETME:
  6551. case DC_FORTUNEKISS:
  6552. case DC_SERVICEFORYOU:
  6553. if (sce)
  6554. {
  6555. delete_timer(sce->timer, status_change_timer);
  6556. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6557. //not possible on our current implementation.
  6558. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6559. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6560. }
  6561. break;
  6562. case PF_FOGWALL:
  6563. if (sce)
  6564. {
  6565. status_change_end(bl,type,-1);
  6566. if ((sce=sc->data[SC_BLIND]))
  6567. {
  6568. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6569. status_change_end(bl, SC_BLIND, -1);
  6570. else {
  6571. delete_timer(sce->timer, status_change_timer);
  6572. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6573. }
  6574. }
  6575. }
  6576. break;
  6577. }
  6578. return skill_id;
  6579. }
  6580. /*==========================================
  6581. * Invoked when a unit cell has been placed/removed/deleted.
  6582. * flag values:
  6583. * flag&1: Invoke onplace function (otherwise invoke onout)
  6584. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6585. *------------------------------------------*/
  6586. static int skill_unit_effect (struct block_list* bl, va_list ap)
  6587. {
  6588. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6589. struct skill_unit_group* group = unit->group;
  6590. unsigned int tick = va_arg(ap,unsigned int);
  6591. unsigned int flag = va_arg(ap,unsigned int);
  6592. int skill_id;
  6593. bool dissonance;
  6594. if( !unit->alive || bl->prev == NULL )
  6595. return 0;
  6596. nullpo_retr(0, group);
  6597. dissonance = skill_dance_switch(unit, 0);
  6598. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6599. skill_id = group->skill_id;
  6600. //Target-type check.
  6601. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6602. {
  6603. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6604. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6605. }
  6606. else
  6607. {
  6608. if( flag&1 )
  6609. skill_unit_onplace(unit,bl,tick);
  6610. else
  6611. skill_unit_onout(unit,bl,tick);
  6612. if( flag&4 )
  6613. skill_unit_onleft(skill_id, bl, tick);
  6614. }
  6615. if( dissonance ) skill_dance_switch(unit, 1);
  6616. return 0;
  6617. }
  6618. /*==========================================
  6619. *
  6620. *------------------------------------------*/
  6621. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6622. {
  6623. struct skill_unit_group *sg;
  6624. nullpo_retr(0, src);
  6625. nullpo_retr(0, sg=src->group);
  6626. switch( sg->unit_id )
  6627. {
  6628. case UNT_SKIDTRAP:
  6629. case UNT_LANDMINE:
  6630. case UNT_SHOCKWAVE:
  6631. case UNT_SANDMAN:
  6632. case UNT_FLASHER:
  6633. case UNT_FREEZINGTRAP:
  6634. case UNT_TALKIEBOX:
  6635. case UNT_ANKLESNARE:
  6636. case UNT_ICEWALL:
  6637. src->val1-=damage;
  6638. break;
  6639. case UNT_BLASTMINE:
  6640. case UNT_CLAYMORETRAP:
  6641. skill_blown(bl, &src->bl, 2, -1, 0);
  6642. break;
  6643. default:
  6644. damage = 0;
  6645. break;
  6646. }
  6647. return damage;
  6648. }
  6649. /*==========================================
  6650. *
  6651. *------------------------------------------*/
  6652. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6653. {
  6654. int *c, skillid;
  6655. struct block_list *src;
  6656. struct map_session_data *sd;
  6657. struct map_session_data *tsd;
  6658. int *p_sd; //Contains the list of characters found.
  6659. nullpo_retr(0, bl);
  6660. nullpo_retr(0, ap);
  6661. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6662. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6663. nullpo_retr(0, sd=(struct map_session_data*)src);
  6664. c=va_arg(ap,int *);
  6665. p_sd = va_arg(ap, int *);
  6666. skillid = va_arg(ap,int);
  6667. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6668. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6669. if (bl == src)
  6670. return 0;
  6671. if(pc_isdead(tsd))
  6672. return 0;
  6673. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  6674. return 0;
  6675. switch(skillid)
  6676. {
  6677. case PR_BENEDICTIO:
  6678. {
  6679. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6680. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6681. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6682. && sd->status.sp >= 10)
  6683. p_sd[(*c)++]=tsd->bl.id;
  6684. return 1;
  6685. }
  6686. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6687. {
  6688. int skilllv;
  6689. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6690. return 0;
  6691. if (sd->status.sex != tsd->status.sex &&
  6692. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6693. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6694. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6695. sd->status.party_id && tsd->status.party_id &&
  6696. sd->status.party_id == tsd->status.party_id &&
  6697. !tsd->sc.data[SC_DANCING])
  6698. {
  6699. p_sd[(*c)++]=tsd->bl.id;
  6700. return skilllv;
  6701. } else {
  6702. return 0;
  6703. }
  6704. }
  6705. break;
  6706. }
  6707. return 0;
  6708. }
  6709. /*==========================================
  6710. * Checks and stores partners for ensemble skills [Skotlex]
  6711. *------------------------------------------*/
  6712. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  6713. {
  6714. static int c=0;
  6715. static int p_sd[2] = { 0, 0 };
  6716. int i;
  6717. if (!battle_config.player_skill_partner_check ||
  6718. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  6719. return 99; //As if there were infinite partners.
  6720. if (cast_flag)
  6721. { //Execute the skill on the partners.
  6722. struct map_session_data* tsd;
  6723. switch (skill_id)
  6724. {
  6725. case PR_BENEDICTIO:
  6726. for (i = 0; i < c; i++)
  6727. {
  6728. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6729. status_charge(&tsd->bl, 0, 10);
  6730. }
  6731. return c;
  6732. default: //Warning: Assuming Ensemble skills here (for speed)
  6733. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  6734. {
  6735. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  6736. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6737. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6738. tsd->skillid_dance = skill_id;
  6739. tsd->skilllv_dance = *skill_lv;
  6740. }
  6741. return c;
  6742. }
  6743. }
  6744. //Else: new search for partners.
  6745. c = 0;
  6746. memset (p_sd, 0, sizeof(p_sd));
  6747. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6748. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6749. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  6750. return c;
  6751. }
  6752. /*==========================================
  6753. *
  6754. *------------------------------------------*/
  6755. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6756. {
  6757. int *c,src_id,mob_class,skill;
  6758. struct mob_data *md;
  6759. md=(struct mob_data*)bl;
  6760. src_id=va_arg(ap,int);
  6761. mob_class=va_arg(ap,int);
  6762. skill=va_arg(ap,int);
  6763. c=va_arg(ap,int *);
  6764. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  6765. return 0; //Non alchemist summoned mobs have nothing to do here.
  6766. if(md->class_==mob_class)
  6767. (*c)++;
  6768. return 1;
  6769. }
  6770. /*==========================================
  6771. * Determines if a given skill should be made to consume ammo
  6772. * when used by the player. [Skotlex]
  6773. *------------------------------------------*/
  6774. int skill_isammotype (struct map_session_data *sd, int skill)
  6775. {
  6776. return (
  6777. battle_config.arrow_decrement==2 &&
  6778. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6779. skill != HT_PHANTASMIC &&
  6780. skill_get_type(skill) == BF_WEAPON &&
  6781. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  6782. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  6783. );
  6784. }
  6785. /*==========================================
  6786. * Checks that you have the requirements for casting a skill.
  6787. * Flag:
  6788. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6789. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6790. *------------------------------------------*/
  6791. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  6792. {
  6793. struct status_data *status;
  6794. struct status_change *sc;
  6795. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6796. int itemid[10],amount[10];
  6797. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  6798. nullpo_retr(0, sd);
  6799. if (lv <= 0 || sd->chatID) return 0;
  6800. if( battle_config.gm_skilluncond &&
  6801. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6802. sd->skillitem != skill)
  6803. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6804. sd->skillitem = sd->skillitemlv = 0;
  6805. //Need to do arrow state check.
  6806. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  6807. //Need to do Spiritball check.
  6808. sd->spiritball_old = sd->spiritball;
  6809. return 1;
  6810. }
  6811. status = &sd->battle_status;
  6812. sc = &sd->sc;
  6813. if (!sc->count)
  6814. sc = NULL;
  6815. if(pc_is90overweight(sd)) {
  6816. clif_skill_fail(sd,skill,9,0);
  6817. sd->skillitem = sd->skillitemlv = 0;
  6818. return 0;
  6819. }
  6820. if (sd->state.abra_flag)
  6821. {
  6822. if (sd->skillitem != skill)
  6823. { //Cancelled, using a different skill.
  6824. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6825. } else {
  6826. //Abracadabra skill, skip requisites!
  6827. if(type&1)
  6828. { //Clear out the data.
  6829. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6830. }
  6831. return 1;
  6832. }
  6833. }
  6834. if (sd->menuskill_id == AM_PHARMACY &&
  6835. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6836. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6837. )) {
  6838. sd->skillitem = sd->skillitemlv = 0;
  6839. return 0;
  6840. }
  6841. if(sd->skillitem == skill) {
  6842. if(!type) //When a target was selected
  6843. { //Consume items that were skipped in pc_use_item [Skotlex]
  6844. if((i = sd->itemindex) == -1 ||
  6845. sd->status.inventory[i].nameid != sd->itemid ||
  6846. sd->inventory_data[i] == NULL ||
  6847. !sd->inventory_data[i]->flag.delay_consume ||
  6848. sd->status.inventory[i].amount < 1
  6849. )
  6850. { //Something went wrong, item exploit?
  6851. sd->itemid = sd->itemindex = -1;
  6852. return 0;
  6853. }
  6854. //Consume
  6855. sd->itemid = sd->itemindex = -1;
  6856. if(skill == WZ_EARTHSPIKE && sc &&
  6857. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  6858. ; //Do not consume item.
  6859. else
  6860. pc_delitem(sd,i,1,0);
  6861. }
  6862. if (type&1) //Casting finished
  6863. sd->skillitem = sd->skillitemlv = 0;
  6864. return 1;
  6865. }
  6866. //Code speedup, rather than using skill_get_* over and over again.
  6867. j = skill_get_index(skill);
  6868. if( j == 0 ) // invalid skill id
  6869. return 0;
  6870. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6871. return 0;
  6872. hp = skill_db[j].hp[lv-1];
  6873. sp = skill_db[j].sp[lv-1];
  6874. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6875. sp=sp/2;
  6876. hp_rate = skill_db[j].hp_rate[lv-1];
  6877. sp_rate = skill_db[j].sp_rate[lv-1];
  6878. zeny = skill_db[j].zeny[lv-1];
  6879. weapon = skill_db[j].weapon;
  6880. ammo = skill_db[j].ammo;
  6881. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6882. state = skill_db[j].state;
  6883. spiritball = skill_db[j].spiritball[lv-1];
  6884. mhp = skill_db[j].mhp[lv-1];
  6885. for(i = 0; i < 10; i++) {
  6886. itemid[i] = skill_db[j].itemid[i];
  6887. amount[i] = skill_db[j].amount[i];
  6888. }
  6889. if(mhp > 0 && get_percentage(status->hp, status->max_hp) > mhp) {
  6890. //mhp is the max-hp-requirement, that is,
  6891. //you must have this % or less of HP to cast it.
  6892. clif_skill_fail(sd,skill,2,0);
  6893. return 0;
  6894. }
  6895. if(hp_rate > 0)
  6896. hp += (status->hp * hp_rate)/100;
  6897. else
  6898. hp += (status->max_hp * (-hp_rate))/100;
  6899. if(sp_rate > 0)
  6900. sp += (status->sp * sp_rate)/100;
  6901. else
  6902. sp += (status->max_sp * (-sp_rate))/100;
  6903. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6904. { //Assume this skill is using the weapon, therefore it requires arrows.
  6905. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6906. ammo_qty = 1;
  6907. }
  6908. //Can only update state when weapon/arrow info is checked.
  6909. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6910. switch(skill) { // Check for cost reductions due to skills & SCs
  6911. case MC_MAMMONITE:
  6912. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6913. zeny -= zeny*10/100;
  6914. break;
  6915. case AL_HOLYLIGHT:
  6916. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  6917. sp *= 5;
  6918. break;
  6919. case SL_SMA:
  6920. case SL_STUN:
  6921. case SL_STIN:
  6922. {
  6923. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6924. if(kaina_lv==0 || sd->status.base_level<70)
  6925. break;
  6926. if(sd->status.base_level>=90)
  6927. sp -= sp*7*kaina_lv/100;
  6928. else if(sd->status.base_level>=80)
  6929. sp -= sp*5*kaina_lv/100;
  6930. else if(sd->status.base_level>=70)
  6931. sp -= sp*3*kaina_lv/100;
  6932. }
  6933. break;
  6934. case MO_TRIPLEATTACK:
  6935. case MO_CHAINCOMBO:
  6936. case MO_COMBOFINISH:
  6937. case CH_TIGERFIST:
  6938. case CH_CHAINCRUSH:
  6939. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  6940. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6941. break;
  6942. }
  6943. if(sd->dsprate!=100)
  6944. sp=sp*sd->dsprate/100;
  6945. // perform skill-specific checks (and actions)
  6946. switch( skill )
  6947. {
  6948. case SA_CASTCANCEL:
  6949. if(sd->ud.skilltimer == -1) {
  6950. clif_skill_fail(sd,skill,0,0);
  6951. return 0;
  6952. }
  6953. break;
  6954. case BS_MAXIMIZE:
  6955. case NV_TRICKDEAD:
  6956. case TF_HIDING:
  6957. case AS_CLOAKING:
  6958. case CR_AUTOGUARD:
  6959. case CR_DEFENDER:
  6960. case ST_CHASEWALK:
  6961. case PA_GOSPEL:
  6962. case CR_SHRINK:
  6963. case TK_RUN:
  6964. case GS_GATLINGFEVER:
  6965. if(sc && sc->data[status_skill2sc(skill)])
  6966. return 1; //Allow turning off.
  6967. break;
  6968. case AL_WARP:
  6969. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6970. item_flag = 1;
  6971. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6972. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6973. return 0;
  6974. }
  6975. break;
  6976. case MO_CALLSPIRITS:
  6977. if(sd->spiritball >= lv) {
  6978. clif_skill_fail(sd,skill,0,0);
  6979. return 0;
  6980. }
  6981. break;
  6982. case MO_FINGEROFFENSIVE: //謖�シセ
  6983. case GS_FLING:
  6984. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6985. spiritball = sd->spiritball;
  6986. sd->spiritball_old = sd->spiritball;
  6987. }
  6988. else sd->spiritball_old = spiritball;
  6989. break;
  6990. case MO_BODYRELOCATION:
  6991. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  6992. spiritball = 0;
  6993. break;
  6994. case MO_CHAINCOMBO:
  6995. if(!sc)
  6996. return 0;
  6997. if(sc->data[SC_BLADESTOP])
  6998. break;
  6999. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7000. break;
  7001. return 0;
  7002. case MO_COMBOFINISH:
  7003. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7004. return 0;
  7005. break;
  7006. case CH_TIGERFIST:
  7007. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7008. return 0;
  7009. break;
  7010. case CH_CHAINCRUSH:
  7011. if(!(sc && sc->data[SC_COMBO]))
  7012. return 0;
  7013. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7014. return 0;
  7015. break;
  7016. case MO_EXTREMITYFIST:
  7017. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7018. // return 0;
  7019. if(sc && sc->data[SC_BLADESTOP])
  7020. spiritball--;
  7021. else if (sc && sc->data[SC_COMBO]) {
  7022. switch(sc->data[SC_COMBO]->val1) {
  7023. case MO_COMBOFINISH:
  7024. spiritball = 4;
  7025. break;
  7026. case CH_TIGERFIST:
  7027. spiritball = 3;
  7028. break;
  7029. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7030. spiritball = sd->spiritball?sd->spiritball:1;
  7031. break;
  7032. default:
  7033. return 0;
  7034. }
  7035. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7036. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7037. clif_skill_fail(sd,skill,0,0);
  7038. return 0;
  7039. }
  7040. break;
  7041. case TK_MISSION: //Does not works on Non-Taekwon
  7042. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7043. clif_skill_fail(sd,skill,0,0);
  7044. return 0;
  7045. }
  7046. break;
  7047. case TK_READYCOUNTER:
  7048. case TK_READYDOWN:
  7049. case TK_READYSTORM:
  7050. case TK_READYTURN:
  7051. if(sc && sc->data[status_skill2sc(skill)])
  7052. return 1; //Enable disabling them regardless of who you are.
  7053. case TK_JUMPKICK:
  7054. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7055. //They do not work on Soul Linkers.
  7056. clif_skill_fail(sd,skill,0,0);
  7057. return 0;
  7058. }
  7059. break;
  7060. case TK_TURNKICK:
  7061. case TK_STORMKICK:
  7062. case TK_DOWNKICK:
  7063. case TK_COUNTER:
  7064. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7065. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7066. if(!(sc && sc->data[SC_COMBO]))
  7067. return 0; //Combo needs to be ready
  7068. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7069. { //Unlimited Combo
  7070. if (skill == sd->skillid_old) {
  7071. status_change_end(&sd->bl, SC_COMBO, -1);
  7072. sd->skillid_old = sd->skilllv_old = 0;
  7073. return 0; //Can't repeat previous combo skill.
  7074. }
  7075. break;
  7076. } else
  7077. if(sc->data[SC_COMBO]->val1 == skill)
  7078. break; //Combo ready.
  7079. //Cancel combo wait.
  7080. unit_cancel_combo(&sd->bl);
  7081. return 0;
  7082. case BD_ADAPTATION:
  7083. {
  7084. int time;
  7085. if(!(sc && sc->data[SC_DANCING]))
  7086. {
  7087. clif_skill_fail(sd,skill,0,0);
  7088. return 0;
  7089. }
  7090. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7091. if (skill_get_time(
  7092. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7093. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7094. - time <= skill_get_time2(skill,lv))
  7095. {
  7096. clif_skill_fail(sd,skill,0,0);
  7097. return 0;
  7098. }
  7099. }
  7100. break;
  7101. case PR_BENEDICTIO:
  7102. if (!(type&1))
  7103. { //Started casting.
  7104. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7105. {
  7106. clif_skill_fail(sd,skill,0,0);
  7107. return 0;
  7108. }
  7109. }
  7110. else
  7111. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7112. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7113. break;
  7114. case AM_CANNIBALIZE:
  7115. case AM_SPHEREMINE:
  7116. if(type&1){
  7117. int c=0;
  7118. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7119. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7120. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7121. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7122. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7123. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7124. if(c >= maxcount ||
  7125. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7126. { //Fails when: exceed max limit. There are other plant types already out.
  7127. clif_skill_fail(sd,skill,0,0);
  7128. return 0;
  7129. }
  7130. }
  7131. }
  7132. break;
  7133. case WZ_FIREPILLAR: // celest
  7134. if (lv <= 5) // no gems required at level 1-5
  7135. itemid[0] = 0;
  7136. break;
  7137. case SL_SMA:
  7138. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7139. if(!(sc && sc->data[SC_SMA]))
  7140. return 0;
  7141. break;
  7142. case HT_POWER:
  7143. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7144. return 0;
  7145. break;
  7146. case AM_BERSERKPITCHER:
  7147. case AM_POTIONPITCHER:
  7148. case CR_SLIMPITCHER:
  7149. case MG_STONECURSE:
  7150. case CR_CULTIVATION:
  7151. case SA_FLAMELAUNCHER:
  7152. case SA_FROSTWEAPON:
  7153. case SA_LIGHTNINGLOADER:
  7154. case SA_SEISMICWEAPON:
  7155. item_flag = 1;
  7156. break;
  7157. case SA_DELUGE:
  7158. case SA_VOLCANO:
  7159. case SA_VIOLENTGALE:
  7160. { //Does not consumes if the skill is already active. [Skotlex]
  7161. struct skill_unit_group *sg;
  7162. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7163. (
  7164. sg->skill_id == SA_VOLCANO ||
  7165. sg->skill_id == SA_DELUGE ||
  7166. sg->skill_id == SA_VIOLENTGALE
  7167. )) {
  7168. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7169. item_flag = 0;
  7170. else
  7171. sg->limit = 0; //Disable it.
  7172. }
  7173. break;
  7174. }
  7175. case CG_HERMODE:
  7176. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7177. {
  7178. clif_skill_fail(sd,skill,0,0);
  7179. return 0;
  7180. }
  7181. break;
  7182. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7183. {
  7184. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7185. int size = range*2+1;
  7186. for (i=0;i<size*size;i++) {
  7187. x = sd->bl.x+(i%size-range);
  7188. y = sd->bl.y+(i/size-range);
  7189. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7190. clif_skill_fail(sd,skill,0,0);
  7191. return 0;
  7192. }
  7193. }
  7194. }
  7195. break;
  7196. case PR_REDEMPTIO:
  7197. {
  7198. int exp;
  7199. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7200. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7201. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7202. return 0;
  7203. }
  7204. break;
  7205. }
  7206. case AM_TWILIGHT2:
  7207. case AM_TWILIGHT3:
  7208. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7209. {
  7210. clif_skill_fail(sd,skill,0,0);
  7211. return 0;
  7212. }
  7213. break;
  7214. case SG_SUN_WARM:
  7215. case SG_MOON_WARM:
  7216. case SG_STAR_WARM:
  7217. if (sc && sc->data[SC_MIRACLE])
  7218. break;
  7219. i = skill-SG_SUN_WARM;
  7220. if (sd->bl.m == sd->feel_map[i].m)
  7221. break;
  7222. clif_skill_fail(sd,skill,0,0);
  7223. return 0;
  7224. break;
  7225. case SG_SUN_COMFORT:
  7226. case SG_MOON_COMFORT:
  7227. case SG_STAR_COMFORT:
  7228. if (sc && sc->data[SC_MIRACLE])
  7229. break;
  7230. i = skill-SG_SUN_COMFORT;
  7231. if (sd->bl.m == sd->feel_map[i].m &&
  7232. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7233. break;
  7234. clif_skill_fail(sd,skill,0,0);
  7235. return 0;
  7236. case SG_FUSION:
  7237. if (sc && sc->data[SC_FUSION])
  7238. return 1;
  7239. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7240. break;
  7241. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7242. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7243. if(sp>0 && !type)
  7244. {
  7245. if (status->sp < (unsigned int)sp)
  7246. clif_skill_fail(sd,skill,1,0);
  7247. else
  7248. status_zap(&sd->bl, 0, sp);
  7249. }
  7250. return 0;
  7251. case GD_BATTLEORDER:
  7252. case GD_REGENERATION:
  7253. case GD_RESTORE:
  7254. if (!map_flag_gvg2(sd->bl.m)) {
  7255. clif_skill_fail(sd,skill,0,0);
  7256. return 0;
  7257. }
  7258. case GD_EMERGENCYCALL:
  7259. // other checks were already done in skillnotok()
  7260. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7261. return 0;
  7262. break;
  7263. case GS_GLITTERING:
  7264. if(sd->spiritball >= 10) {
  7265. clif_skill_fail(sd,skill,0,0);
  7266. return 0;
  7267. }
  7268. break;
  7269. case NJ_ISSEN:
  7270. if (status->hp < 2) {
  7271. clif_skill_fail(sd,skill,0,0);
  7272. return 0;
  7273. }
  7274. case NJ_BUNSINJYUTSU:
  7275. if (!(sc && sc->data[SC_NEN])) {
  7276. clif_skill_fail(sd,skill,0,0);
  7277. return 0;
  7278. }
  7279. break;
  7280. case NJ_ZENYNAGE:
  7281. if(sd->status.zeny < zeny) {
  7282. clif_skill_fail(sd,skill,5,0);
  7283. return 0;
  7284. }
  7285. zeny = 0; //Zeny is reduced on skill_attack.
  7286. break;
  7287. case PF_HPCONVERSION:
  7288. if (status->sp == status->max_sp)
  7289. return 0; //Unusable when at full SP.
  7290. break;
  7291. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7292. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7293. clif_skill_fail(sd,skill,0,0);
  7294. return 0;
  7295. }
  7296. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7297. item_flag = 0;
  7298. break;
  7299. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7300. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7301. {
  7302. clif_skill_fail(sd,skill,0,0);
  7303. return 0;
  7304. }
  7305. break;
  7306. }
  7307. if(!(type&2)){
  7308. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7309. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7310. return 0;
  7311. }
  7312. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7313. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7314. return 0;
  7315. }
  7316. if(zeny>0 && sd->status.zeny < zeny) {
  7317. clif_skill_fail(sd,skill,5,0);
  7318. return 0;
  7319. }
  7320. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7321. clif_skill_fail(sd,skill,6,0);
  7322. return 0;
  7323. }
  7324. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7325. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7326. !sd->inventory_data[i] ||
  7327. sd->status.inventory[i].amount < ammo_qty
  7328. ) {
  7329. clif_arrow_fail(sd,0);
  7330. return 0;
  7331. }
  7332. if (!(ammo&1<<sd->inventory_data[i]->look))
  7333. { //Ammo type check. Send the "wrong weapon type" message
  7334. //which is the closest we have to wrong ammo type. [Skotlex]
  7335. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7336. //clif_skill_fail(sd,skill,6,0);
  7337. return 0;
  7338. }
  7339. }
  7340. if( spiritball > 0 && sd->spiritball < spiritball) {
  7341. clif_skill_fail(sd,skill,0,0);
  7342. return 0;
  7343. }
  7344. }
  7345. switch(state) {
  7346. case ST_HIDING:
  7347. if(!(sc && sc->option&OPTION_HIDE)) {
  7348. clif_skill_fail(sd,skill,0,0);
  7349. return 0;
  7350. }
  7351. break;
  7352. case ST_CLOAKING:
  7353. if(!pc_iscloaking(sd)) {
  7354. clif_skill_fail(sd,skill,0,0);
  7355. return 0;
  7356. }
  7357. break;
  7358. case ST_HIDDEN:
  7359. if(!pc_ishiding(sd)) {
  7360. clif_skill_fail(sd,skill,0,0);
  7361. return 0;
  7362. }
  7363. break;
  7364. case ST_RIDING:
  7365. if(!pc_isriding(sd)) {
  7366. clif_skill_fail(sd,skill,0,0);
  7367. return 0;
  7368. }
  7369. break;
  7370. case ST_FALCON:
  7371. if(!pc_isfalcon(sd)) {
  7372. clif_skill_fail(sd,skill,0,0);
  7373. return 0;
  7374. }
  7375. break;
  7376. case ST_CARTBOOST:
  7377. if(!(sc && sc->data[SC_CARTBOOST])) {
  7378. clif_skill_fail(sd,skill,0,0);
  7379. return 0;
  7380. }
  7381. case ST_CART:
  7382. if(!pc_iscarton(sd)) {
  7383. clif_skill_fail(sd,skill,0,0);
  7384. return 0;
  7385. }
  7386. break;
  7387. case ST_SHIELD:
  7388. if(sd->status.shield <= 0) {
  7389. clif_skill_fail(sd,skill,0,0);
  7390. return 0;
  7391. }
  7392. break;
  7393. case ST_SIGHT:
  7394. if(!(sc && sc->data[SC_SIGHT])) {
  7395. clif_skill_fail(sd,skill,0,0);
  7396. return 0;
  7397. }
  7398. break;
  7399. case ST_EXPLOSIONSPIRITS:
  7400. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7401. clif_skill_fail(sd,skill,0,0);
  7402. return 0;
  7403. }
  7404. break;
  7405. case ST_RECOV_WEIGHT_RATE:
  7406. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7407. clif_skill_fail(sd,skill,0,0);
  7408. return 0;
  7409. }
  7410. break;
  7411. case ST_MOVE_ENABLE:
  7412. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7413. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7414. if (!unit_can_move(&sd->bl)) {
  7415. clif_skill_fail(sd,skill,0,0);
  7416. return 0;
  7417. }
  7418. break;
  7419. case ST_WATER:
  7420. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7421. break;
  7422. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7423. break;
  7424. clif_skill_fail(sd,skill,0,0);
  7425. return 0;
  7426. }
  7427. if(!(type&1))
  7428. return 1; // consumption only happens on cast-end
  7429. if( item_flag )
  7430. {
  7431. int index[ARRAYLENGTH(itemid)];
  7432. // Check consumed items and reduce required amounts
  7433. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7434. {
  7435. index[i] = -1;
  7436. if( itemid[i] <= 0 )
  7437. continue;// no item
  7438. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7439. {
  7440. if( sd->special_state.no_gemstone )
  7441. { //Make it substract 1 gem rather than skipping the cost.
  7442. if( --amount[i] < 1 )
  7443. continue;
  7444. }
  7445. if(sc && sc->data[SC_INTOABYSS])
  7446. {
  7447. if( skill != SA_ABRACADABRA )
  7448. continue;
  7449. else if( --amount[i] < 1 )
  7450. amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7451. }
  7452. }
  7453. if((skill == AM_POTIONPITCHER ||
  7454. skill == CR_SLIMPITCHER ||
  7455. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7456. continue;
  7457. index[i] = pc_search_inventory(sd,itemid[i]);
  7458. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7459. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7460. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7461. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7462. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7463. else
  7464. clif_skill_fail(sd,skill,0,0);
  7465. return 0;
  7466. }
  7467. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7468. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7469. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7470. }
  7471. // Consume items
  7472. if (item_flag==2)
  7473. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7474. {
  7475. if(index[i] >= 0)
  7476. pc_delitem(sd,index[i],amount[i],0);
  7477. }
  7478. }
  7479. if(type&2)
  7480. return 1;
  7481. if(sp || hp)
  7482. status_zap(&sd->bl, hp, sp);
  7483. if(zeny > 0) // Zeny豸郁イサ
  7484. pc_payzeny(sd,zeny);
  7485. if(spiritball > 0)
  7486. pc_delspiritball(sd,spiritball,0);
  7487. return 1;
  7488. }
  7489. /*==========================================
  7490. * Does cast-time reductions based on dex, item bonuses and config setting
  7491. *------------------------------------------*/
  7492. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7493. {
  7494. int time = skill_get_cast(skill_id, skill_lv);
  7495. struct map_session_data *sd;
  7496. nullpo_retr(0, bl);
  7497. sd = BL_CAST(BL_PC, bl);
  7498. // calculate base cast time (reduced by dex)
  7499. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7500. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7501. if (scale > 0) // not instant cast
  7502. time = time * scale / battle_config.castrate_dex_scale;
  7503. else return 0; // instant cast
  7504. }
  7505. // calculate cast time reduced by item/card bonuses
  7506. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7507. {
  7508. int i;
  7509. if (sd->castrate != 100)
  7510. time = time * sd->castrate / 100;
  7511. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7512. {
  7513. if (sd->skillcast[i].id == skill_id)
  7514. {
  7515. time+= time * sd->skillcast[i].val / 100;
  7516. break;
  7517. }
  7518. }
  7519. }
  7520. // config cast time multiplier
  7521. if (battle_config.cast_rate != 100)
  7522. time = time * battle_config.cast_rate / 100;
  7523. // return final cast time
  7524. return (time > 0) ? time : 0;
  7525. }
  7526. /*==========================================
  7527. * Does cast-time reductions based on sc data.
  7528. *------------------------------------------*/
  7529. int skill_castfix_sc (struct block_list *bl, int time)
  7530. {
  7531. struct status_change *sc = status_get_sc(bl);
  7532. if (sc && sc->count) {
  7533. if (sc->data[SC_SLOWCAST])
  7534. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7535. if (sc->data[SC_FASTCAST])
  7536. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7537. if (sc->data[SC_SUFFRAGIUM]) {
  7538. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7539. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7540. }
  7541. if (sc->data[SC_MEMORIZE]) {
  7542. time>>=1;
  7543. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7544. status_change_end(bl, SC_MEMORIZE, -1);
  7545. }
  7546. if (sc->data[SC_POEMBRAGI])
  7547. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7548. }
  7549. return (time > 0) ? time : 0;
  7550. }
  7551. /*==========================================
  7552. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7553. *------------------------------------------*/
  7554. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7555. {
  7556. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7557. int time = skill_get_delay(skill_id, skill_lv);
  7558. nullpo_retr(0, bl);
  7559. if (skill_id == SA_ABRACADABRA)
  7560. return 0; //Will use picked skill's delay.
  7561. if (bl->type&battle_config.no_skill_delay)
  7562. return battle_config.min_skill_delay_limit;
  7563. if (time < 0)
  7564. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7565. // Delay reductions
  7566. switch (skill_id)
  7567. { //Monk combo skills have their delay reduced by agi/dex.
  7568. case MO_TRIPLEATTACK:
  7569. case MO_CHAINCOMBO:
  7570. case MO_COMBOFINISH:
  7571. case CH_TIGERFIST:
  7572. case CH_CHAINCRUSH:
  7573. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7574. break;
  7575. default:
  7576. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7577. { // if skill delay is allowed to be reduced by dex
  7578. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7579. if (scale > 0)
  7580. time = time * scale / battle_config.castrate_dex_scale;
  7581. else //To be capped later to minimum.
  7582. time = 0;
  7583. }
  7584. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7585. { // if skill delay is allowed to be reduced by agi
  7586. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7587. if (scale > 0)
  7588. time = time * scale / battle_config.castrate_dex_scale;
  7589. else //To be capped later to minimum.
  7590. time = 0;
  7591. }
  7592. }
  7593. if (!(delaynodex&2))
  7594. {
  7595. struct status_change *sc;
  7596. sc= status_get_sc(bl);
  7597. if (sc && sc->count) {
  7598. if (sc->data[SC_POEMBRAGI])
  7599. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7600. if (sc->data[SC_SPIRIT])
  7601. switch (skill_id) {
  7602. case CR_SHIELDBOOMERANG:
  7603. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7604. time /=2;
  7605. break;
  7606. case AS_SONICBLOW:
  7607. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7608. time /= 2;
  7609. break;
  7610. }
  7611. }
  7612. }
  7613. if (!(delaynodex&4))
  7614. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7615. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7616. if (battle_config.delay_rate != 100)
  7617. time = time * battle_config.delay_rate / 100;
  7618. if (time < status_get_amotion(bl))
  7619. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7620. return max(time, battle_config.min_skill_delay_limit);
  7621. }
  7622. /*=========================================
  7623. *
  7624. *-----------------------------------------*/
  7625. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7626. {
  7627. nullpo_retv(tc);
  7628. if(dir == 0){
  7629. tc->val1[0]=x-2;
  7630. tc->val1[1]=x-1;
  7631. tc->val1[2]=x;
  7632. tc->val1[3]=x+1;
  7633. tc->val1[4]=x+2;
  7634. tc->val2[0]=
  7635. tc->val2[1]=
  7636. tc->val2[2]=
  7637. tc->val2[3]=
  7638. tc->val2[4]=y-1;
  7639. }
  7640. else if(dir==2){
  7641. tc->val1[0]=
  7642. tc->val1[1]=
  7643. tc->val1[2]=
  7644. tc->val1[3]=
  7645. tc->val1[4]=x+1;
  7646. tc->val2[0]=y+2;
  7647. tc->val2[1]=y+1;
  7648. tc->val2[2]=y;
  7649. tc->val2[3]=y-1;
  7650. tc->val2[4]=y-2;
  7651. }
  7652. else if(dir==4){
  7653. tc->val1[0]=x-2;
  7654. tc->val1[1]=x-1;
  7655. tc->val1[2]=x;
  7656. tc->val1[3]=x+1;
  7657. tc->val1[4]=x+2;
  7658. tc->val2[0]=
  7659. tc->val2[1]=
  7660. tc->val2[2]=
  7661. tc->val2[3]=
  7662. tc->val2[4]=y+1;
  7663. }
  7664. else if(dir==6){
  7665. tc->val1[0]=
  7666. tc->val1[1]=
  7667. tc->val1[2]=
  7668. tc->val1[3]=
  7669. tc->val1[4]=x-1;
  7670. tc->val2[0]=y+2;
  7671. tc->val2[1]=y+1;
  7672. tc->val2[2]=y;
  7673. tc->val2[3]=y-1;
  7674. tc->val2[4]=y-2;
  7675. }
  7676. else if(dir==1){
  7677. tc->val1[0]=x-1;
  7678. tc->val1[1]=x;
  7679. tc->val1[2]=x+1;
  7680. tc->val1[3]=x+2;
  7681. tc->val1[4]=x+3;
  7682. tc->val2[0]=y-4;
  7683. tc->val2[1]=y-3;
  7684. tc->val2[2]=y-1;
  7685. tc->val2[3]=y;
  7686. tc->val2[4]=y+1;
  7687. }
  7688. else if(dir==3){
  7689. tc->val1[0]=x+3;
  7690. tc->val1[1]=x+2;
  7691. tc->val1[2]=x+1;
  7692. tc->val1[3]=x;
  7693. tc->val1[4]=x-1;
  7694. tc->val2[0]=y-1;
  7695. tc->val2[1]=y;
  7696. tc->val2[2]=y+1;
  7697. tc->val2[3]=y+2;
  7698. tc->val2[4]=y+3;
  7699. }
  7700. else if(dir==5){
  7701. tc->val1[0]=x+1;
  7702. tc->val1[1]=x;
  7703. tc->val1[2]=x-1;
  7704. tc->val1[3]=x-2;
  7705. tc->val1[4]=x-3;
  7706. tc->val2[0]=y+3;
  7707. tc->val2[1]=y+2;
  7708. tc->val2[2]=y+1;
  7709. tc->val2[3]=y;
  7710. tc->val2[4]=y-1;
  7711. }
  7712. else if(dir==7){
  7713. tc->val1[0]=x-3;
  7714. tc->val1[1]=x-2;
  7715. tc->val1[2]=x-1;
  7716. tc->val1[3]=x;
  7717. tc->val1[4]=x+1;
  7718. tc->val2[1]=y;
  7719. tc->val2[0]=y+1;
  7720. tc->val2[2]=y-1;
  7721. tc->val2[3]=y-2;
  7722. tc->val2[4]=y-3;
  7723. }
  7724. }
  7725. /*=========================================
  7726. *
  7727. *-----------------------------------------*/
  7728. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7729. {
  7730. int c;
  7731. nullpo_retv(tc);
  7732. for( c = 0; c < 5; c++ )
  7733. {
  7734. switch( dir )
  7735. {
  7736. case 0: tc->val2[c]+=are; break;
  7737. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7738. case 2: tc->val1[c]-=are; break;
  7739. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7740. case 4: tc->val2[c]-=are; break;
  7741. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7742. case 6: tc->val1[c]+=are; break;
  7743. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7744. }
  7745. }
  7746. }
  7747. /*==========================================
  7748. * Weapon Repair [Celest/DracoRPG]
  7749. *------------------------------------------*/
  7750. void skill_repairweapon (struct map_session_data *sd, int idx)
  7751. {
  7752. int material;
  7753. int materials[4] = { 1002, 998, 999, 756 };
  7754. struct item *item;
  7755. struct map_session_data *target_sd;
  7756. nullpo_retv(sd);
  7757. target_sd = map_id2sd(sd->menuskill_val);
  7758. if (!target_sd) //Failed....
  7759. return;
  7760. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7761. return;
  7762. if(idx < 0 || idx >= MAX_INVENTORY)
  7763. return; //Invalid index??
  7764. item = &target_sd->status.inventory[idx];
  7765. if(item->nameid <= 0 || item->attribute == 0)
  7766. return; //Again invalid item....
  7767. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7768. clif_item_repaireffect(sd,item->nameid,1);
  7769. return;
  7770. }
  7771. if (itemdb_type(item->nameid)==4)
  7772. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7773. else
  7774. material = materials [2]; // Armors consume 1 Steel
  7775. if (pc_search_inventory(sd,material) < 0 ) {
  7776. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7777. return;
  7778. }
  7779. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7780. item->attribute=0;
  7781. clif_equiplist(target_sd);
  7782. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7783. clif_item_repaireffect(sd,item->nameid,0);
  7784. if(sd!=target_sd)
  7785. clif_item_repaireffect(target_sd,item->nameid,0);
  7786. }
  7787. /*==========================================
  7788. * Item Appraisal
  7789. *------------------------------------------*/
  7790. void skill_identify (struct map_session_data *sd, int idx)
  7791. {
  7792. int flag=1;
  7793. nullpo_retv(sd);
  7794. if(idx >= 0 && idx < MAX_INVENTORY) {
  7795. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7796. flag=0;
  7797. sd->status.inventory[idx].identify=1;
  7798. }
  7799. }
  7800. clif_item_identified(sd,idx,flag);
  7801. }
  7802. /*==========================================
  7803. * Weapon Refine [Celest]
  7804. *------------------------------------------*/
  7805. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7806. {
  7807. int i = 0, ep = 0, per;
  7808. int material[5] = { 0, 1010, 1011, 984, 984 };
  7809. struct item *item;
  7810. nullpo_retv(sd);
  7811. if (idx >= 0 && idx < MAX_INVENTORY)
  7812. {
  7813. struct item_data *ditem = sd->inventory_data[idx];
  7814. item = &sd->status.inventory[idx];
  7815. if(item->nameid > 0 && ditem->type == 4)
  7816. {
  7817. if( item->refine >= sd->menuskill_val
  7818. || item->refine >= MAX_REFINE // if it's no longer refineable
  7819. || ditem->flag.no_refine // if the item isn't refinable
  7820. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7821. {
  7822. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7823. return;
  7824. }
  7825. per = percentrefinery [ditem->wlv][(int)item->refine];
  7826. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7827. pc_delitem(sd, i, 1, 0);
  7828. if (per > rand() % 100) {
  7829. item->refine++;
  7830. if(item->equip) {
  7831. ep = item->equip;
  7832. pc_unequipitem(sd,idx,3);
  7833. }
  7834. clif_refine(sd->fd,0,idx,item->refine);
  7835. clif_delitem(sd,idx,1);
  7836. clif_additem(sd,idx,1,0);
  7837. if (ep)
  7838. pc_equipitem(sd,idx,ep);
  7839. clif_misceffect(&sd->bl,3);
  7840. if(item->refine == MAX_REFINE &&
  7841. item->card[0] == CARD0_FORGE &&
  7842. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7843. { // Fame point system [DracoRPG]
  7844. switch(ditem->wlv){
  7845. case 1:
  7846. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7847. break;
  7848. case 2:
  7849. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7850. break;
  7851. case 3:
  7852. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7853. break;
  7854. }
  7855. }
  7856. } else {
  7857. item->refine = 0;
  7858. if(item->equip)
  7859. pc_unequipitem(sd,idx,3);
  7860. clif_refine(sd->fd,1,idx,item->refine);
  7861. pc_delitem(sd,idx,1,0);
  7862. clif_misceffect(&sd->bl,2);
  7863. clif_emotion(&sd->bl, 23);
  7864. }
  7865. }
  7866. }
  7867. }
  7868. /*==========================================
  7869. *
  7870. *------------------------------------------*/
  7871. int skill_autospell (struct map_session_data *sd, int skillid)
  7872. {
  7873. int skilllv;
  7874. int maxlv=1,lv;
  7875. nullpo_retr(0, sd);
  7876. skilllv = sd->menuskill_val;
  7877. lv=pc_checkskill(sd,skillid);
  7878. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7879. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7880. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7881. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  7882. maxlv =10; //Soul Linker bonus. [Skotlex]
  7883. else if(skilllv==2) maxlv=1;
  7884. else if(skilllv==3) maxlv=2;
  7885. else if(skilllv>=4) maxlv=3;
  7886. }
  7887. else if(skillid==MG_SOULSTRIKE){
  7888. if(skilllv==5) maxlv=1;
  7889. else if(skilllv==6) maxlv=2;
  7890. else if(skilllv>=7) maxlv=3;
  7891. }
  7892. else if(skillid==MG_FIREBALL){
  7893. if(skilllv==8) maxlv=1;
  7894. else if(skilllv>=9) maxlv=2;
  7895. }
  7896. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7897. else return 0;
  7898. if(maxlv > lv)
  7899. maxlv = lv;
  7900. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7901. skill_get_time(SA_AUTOSPELL,skilllv));
  7902. return 0;
  7903. }
  7904. /*==========================================
  7905. * Sitting skills functions.
  7906. *------------------------------------------*/
  7907. static int skill_sit_count (struct block_list *bl, va_list ap)
  7908. {
  7909. struct map_session_data *sd;
  7910. int type =va_arg(ap,int);
  7911. sd=(struct map_session_data*)bl;
  7912. if(!pc_issit(sd))
  7913. return 0;
  7914. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7915. return 1;
  7916. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7917. return 1;
  7918. return 0;
  7919. }
  7920. static int skill_sit_in (struct block_list *bl, va_list ap)
  7921. {
  7922. struct map_session_data *sd;
  7923. int type =va_arg(ap,int);
  7924. sd=(struct map_session_data*)bl;
  7925. if(!pc_issit(sd))
  7926. return 0;
  7927. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7928. sd->state.gangsterparadise=1;
  7929. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7930. {
  7931. sd->state.rest=1;
  7932. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7933. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7934. }
  7935. return 0;
  7936. }
  7937. static int skill_sit_out (struct block_list *bl, va_list ap)
  7938. {
  7939. struct map_session_data *sd;
  7940. int type =va_arg(ap,int);
  7941. sd=(struct map_session_data*)bl;
  7942. if(sd->state.gangsterparadise && type&1)
  7943. sd->state.gangsterparadise=0;
  7944. if(sd->state.rest && type&2) {
  7945. sd->state.rest=0;
  7946. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7947. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7948. }
  7949. return 0;
  7950. }
  7951. int skill_sit (struct map_session_data *sd, int type)
  7952. {
  7953. int flag = 0;
  7954. int range = 0, lv;
  7955. nullpo_retr(0, sd);
  7956. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7957. flag|=1;
  7958. range = skill_get_splash(RG_GANGSTER, lv);
  7959. }
  7960. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7961. flag|=2;
  7962. range = skill_get_splash(TK_HPTIME, lv);
  7963. }
  7964. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7965. flag|=2;
  7966. range = skill_get_splash(TK_SPTIME, lv);
  7967. }
  7968. if (!flag) return 0;
  7969. if(type) {
  7970. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7971. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7972. } else {
  7973. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7974. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7975. }
  7976. return 0;
  7977. }
  7978. /*==========================================
  7979. *
  7980. *------------------------------------------*/
  7981. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7982. {
  7983. struct block_list *src;
  7984. int skillnum,skilllv;
  7985. unsigned int tick;
  7986. nullpo_retr(0, bl);
  7987. nullpo_retr(0, ap);
  7988. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7989. skillnum=va_arg(ap,int);
  7990. skilllv=va_arg(ap,int);
  7991. if(skilllv <= 0) return 0;
  7992. tick=va_arg(ap,unsigned int);
  7993. if (src == bl || status_isdead(bl))
  7994. return 0;
  7995. if (bl->type == BL_PC) {
  7996. struct map_session_data *sd = (struct map_session_data *)bl;
  7997. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7998. return 0;
  7999. }
  8000. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8001. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8002. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8003. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8004. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8005. return 0;
  8006. }
  8007. /*==========================================
  8008. *
  8009. *------------------------------------------*/
  8010. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8011. {
  8012. int range = skill_get_unit_range(skill_num,skill_lv);
  8013. int x,y;
  8014. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8015. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8016. map_setcell(src->bl.m, x, y, cell, flag);
  8017. }
  8018. /*==========================================
  8019. *
  8020. *------------------------------------------*/
  8021. int skill_attack_area (struct block_list *bl, va_list ap)
  8022. {
  8023. struct block_list *src,*dsrc;
  8024. int atk_type,skillid,skilllv,flag,type;
  8025. unsigned int tick;
  8026. if(status_isdead(bl))
  8027. return 0;
  8028. atk_type = va_arg(ap,int);
  8029. src=va_arg(ap,struct block_list*);
  8030. dsrc=va_arg(ap,struct block_list*);
  8031. skillid=va_arg(ap,int);
  8032. skilllv=va_arg(ap,int);
  8033. tick=va_arg(ap,unsigned int);
  8034. flag=va_arg(ap,int);
  8035. type=va_arg(ap,int);
  8036. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8037. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8038. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8039. !status_check_skilluse(NULL, bl, skillid, 2))
  8040. return 0;
  8041. switch (skillid) {
  8042. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8043. case NPC_ACIDBREATH:
  8044. case NPC_DARKNESSBREATH:
  8045. case NPC_FIREBREATH:
  8046. case NPC_ICEBREATH:
  8047. case NPC_THUNDERBREATH:
  8048. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8049. default:
  8050. //Area-splash, disable skill animation.
  8051. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8052. }
  8053. }
  8054. /*==========================================
  8055. *
  8056. *------------------------------------------*/
  8057. int skill_clear_group (struct block_list *bl, int flag)
  8058. {
  8059. struct unit_data *ud = unit_bl2ud(bl);
  8060. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8061. int i, count=0;
  8062. nullpo_retr(0, bl);
  8063. if (!ud) return 0;
  8064. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8065. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8066. {
  8067. switch (ud->skillunit[i]->skill_id) {
  8068. case SA_DELUGE:
  8069. case SA_VOLCANO:
  8070. case SA_VIOLENTGALE:
  8071. case SA_LANDPROTECTOR:
  8072. case NJ_SUITON:
  8073. case NJ_KAENSIN:
  8074. if (flag&1)
  8075. group[count++]= ud->skillunit[i];
  8076. break;
  8077. default:
  8078. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8079. group[count++]= ud->skillunit[i];
  8080. break;
  8081. }
  8082. }
  8083. for (i=0;i<count;i++)
  8084. skill_delunitgroup(bl, group[i]);
  8085. return count;
  8086. }
  8087. /*==========================================
  8088. * Returns the first element field found [Skotlex]
  8089. *------------------------------------------*/
  8090. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8091. {
  8092. struct unit_data *ud = unit_bl2ud(bl);
  8093. int i;
  8094. nullpo_retr(0, bl);
  8095. if (!ud) return NULL;
  8096. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8097. switch (ud->skillunit[i]->skill_id) {
  8098. case SA_DELUGE:
  8099. case SA_VOLCANO:
  8100. case SA_VIOLENTGALE:
  8101. case SA_LANDPROTECTOR:
  8102. case NJ_SUITON:
  8103. return ud->skillunit[i];
  8104. }
  8105. }
  8106. return NULL;
  8107. }
  8108. // for graffiti cleaner [Valaris]
  8109. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8110. {
  8111. struct skill_unit *unit=NULL;
  8112. nullpo_retr(0, bl);
  8113. nullpo_retr(0, ap);
  8114. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8115. return 0;
  8116. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8117. skill_delunit(unit);
  8118. return 0;
  8119. }
  8120. int skill_greed (struct block_list *bl, va_list ap)
  8121. {
  8122. struct block_list *src;
  8123. struct map_session_data *sd=NULL;
  8124. struct flooritem_data *fitem=NULL;
  8125. nullpo_retr(0, bl);
  8126. nullpo_retr(0, ap);
  8127. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8128. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8129. pc_takeitem(sd, fitem);
  8130. return 0;
  8131. }
  8132. /*==========================================
  8133. *
  8134. *------------------------------------------*/
  8135. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8136. {
  8137. int skillid;
  8138. int *alive;
  8139. struct skill_unit *unit;
  8140. struct block_list *src;
  8141. skillid = va_arg(ap,int);
  8142. alive = va_arg(ap,int *);
  8143. src = va_arg(ap,struct block_list *);
  8144. unit = (struct skill_unit *)bl;
  8145. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8146. return 0;
  8147. switch (skillid)
  8148. {
  8149. case SA_LANDPROTECTOR:
  8150. if( unit->group->skill_id == SA_LANDPROTECTOR &&
  8151. battle_check_target(bl, src, BCT_ENEMY) > 0 )
  8152. { //Check for offensive Land Protector to delete both. [Skotlex]
  8153. (*alive) = 0;
  8154. skill_delunit(unit);
  8155. return 1;
  8156. }
  8157. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8158. { //It deletes everything except songs/dances and traps
  8159. skill_delunit(unit);
  8160. return 1;
  8161. }
  8162. break;
  8163. case HW_GANBANTEIN:
  8164. if( !(unit->group->state.song_dance&0x1) )
  8165. {// Don't touch song/dance.
  8166. skill_delunit(unit);
  8167. return 1;
  8168. }
  8169. break;
  8170. case SA_VOLCANO:
  8171. case SA_DELUGE:
  8172. case SA_VIOLENTGALE:
  8173. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8174. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8175. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8176. if (unit->range <= 0)
  8177. {
  8178. (*alive) = 0;
  8179. return 1;
  8180. }
  8181. /*
  8182. switch (unit->group->skill_id)
  8183. { //These cannot override each other.
  8184. case SA_VOLCANO:
  8185. case SA_DELUGE:
  8186. case SA_VIOLENTGALE:
  8187. (*alive) = 0;
  8188. return 1;
  8189. }
  8190. */
  8191. break;
  8192. case PF_FOGWALL:
  8193. switch(unit->group->skill_id)
  8194. {
  8195. case SA_VOLCANO: //Can't be placed on top of these
  8196. case SA_VIOLENTGALE:
  8197. (*alive) = 0;
  8198. return 1;
  8199. case SA_DELUGE:
  8200. case NJ_SUITON:
  8201. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8202. (*alive) = 2;
  8203. break;
  8204. }
  8205. break;
  8206. case HP_BASILICA:
  8207. if (unit->group->skill_id == HP_BASILICA)
  8208. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8209. (*alive) = 0;
  8210. return 1;
  8211. }
  8212. break;
  8213. }
  8214. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8215. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8216. { //It deletes everything except songs/dances/traps
  8217. (*alive) = 0;
  8218. return 1;
  8219. }
  8220. return 0;
  8221. }
  8222. /*==========================================
  8223. *
  8224. *------------------------------------------*/
  8225. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8226. {
  8227. struct mob_data* md;
  8228. struct unit_data*ud = unit_bl2ud(bl);
  8229. struct block_list *from_bl;
  8230. struct block_list *to_bl;
  8231. md = (struct mob_data*)bl;
  8232. from_bl = va_arg(ap,struct block_list *);
  8233. to_bl = va_arg(ap,struct block_list *);
  8234. if(ud && ud->target == from_bl->id)
  8235. ud->target = to_bl->id;
  8236. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8237. md->target_id = to_bl->id;
  8238. return 0;
  8239. }
  8240. /*==========================================
  8241. *
  8242. *------------------------------------------*/
  8243. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8244. {
  8245. struct block_list *src;
  8246. int tick;
  8247. struct skill_unit *unit;
  8248. struct skill_unit_group *sg;
  8249. struct block_list *ss;
  8250. src = va_arg(ap,struct block_list *);
  8251. unit = (struct skill_unit *)src;
  8252. tick = va_arg(ap,int);
  8253. nullpo_retr(0, sg = unit->group);
  8254. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8255. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8256. return 0;
  8257. switch(sg->unit_id){
  8258. case UNT_SHOCKWAVE:
  8259. case UNT_SANDMAN:
  8260. case UNT_FLASHER:
  8261. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8262. break;
  8263. case UNT_GROUNDDRIFT_WIND:
  8264. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8265. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8266. break;
  8267. case UNT_GROUNDDRIFT_DARK:
  8268. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8269. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8270. break;
  8271. case UNT_GROUNDDRIFT_POISON:
  8272. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8273. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8274. break;
  8275. case UNT_GROUNDDRIFT_WATER:
  8276. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8277. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8278. break;
  8279. case UNT_GROUNDDRIFT_FIRE:
  8280. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8281. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8282. break;
  8283. default:
  8284. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8285. break;
  8286. }
  8287. return 1;
  8288. }
  8289. /*==========================================
  8290. *
  8291. *------------------------------------------*/
  8292. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8293. {
  8294. struct status_change *sc;
  8295. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8296. int i;
  8297. nullpo_retr(0, bl);
  8298. nullpo_retr(0, sc= status_get_sc(bl));
  8299. if (!sc->count) return 0;
  8300. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8301. if (type != scs[i] && sc->data[scs[i]])
  8302. status_change_end(bl, scs[i], -1);
  8303. return 0;
  8304. }
  8305. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8306. {
  8307. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8308. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8309. bool wall = true;
  8310. int i;
  8311. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8312. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8313. { //Check for walls.
  8314. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8315. if( i == 8 )
  8316. wall = false;
  8317. }
  8318. if( sce )
  8319. {
  8320. if( !wall )
  8321. {
  8322. if( sce->val1 < 3 ) //End cloaking.
  8323. status_change_end(bl, SC_CLOAKING, -1);
  8324. else
  8325. if( sce->val4&1 )
  8326. { //Remove wall bonus
  8327. sce->val4&=~1;
  8328. status_calc_bl(bl,SCB_SPEED);
  8329. }
  8330. }
  8331. else
  8332. {
  8333. if( !(sce->val4&1) )
  8334. { //Add wall speed bonus
  8335. sce->val4|=1;
  8336. status_calc_bl(bl,SCB_SPEED);
  8337. }
  8338. }
  8339. }
  8340. return wall;
  8341. }
  8342. /*==========================================
  8343. *
  8344. *
  8345. *------------------------------------------*/
  8346. void skill_stop_dancing (struct block_list *src)
  8347. {
  8348. struct status_change* sc;
  8349. struct status_change_entry *sce;
  8350. struct skill_unit_group* group;
  8351. struct map_session_data* dsd = NULL;
  8352. nullpo_retv(src);
  8353. nullpo_retv(sc = status_get_sc(src));
  8354. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8355. return;
  8356. group = (struct skill_unit_group *)sce->val2;
  8357. sce->val2 = 0;
  8358. if (sce->val4)
  8359. {
  8360. if (sce->val4 != BCT_SELF)
  8361. dsd = map_id2sd(sce->val4);
  8362. sce->val4 = 0;
  8363. }
  8364. status_change_end(src, SC_DANCING, -1);
  8365. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8366. {
  8367. sce->val4 = sce->val2 = 0;
  8368. status_change_end(&dsd->bl, SC_DANCING, -1);
  8369. }
  8370. if (group)
  8371. skill_delunitgroup(NULL, group);
  8372. }
  8373. /*==========================================
  8374. *
  8375. *------------------------------------------*/
  8376. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8377. {
  8378. struct skill_unit *unit;
  8379. nullpo_retr(NULL, group);
  8380. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8381. nullpo_retr(NULL, unit=&group->unit[idx]);
  8382. if(!unit->alive)
  8383. group->alive_count++;
  8384. unit->bl.id=map_addobject(&unit->bl);
  8385. unit->bl.type=BL_SKILL;
  8386. unit->bl.m=group->map;
  8387. unit->bl.x=x;
  8388. unit->bl.y=y;
  8389. unit->group=group;
  8390. unit->alive=1;
  8391. unit->val1=val1;
  8392. unit->val2=val2;
  8393. map_addblock(&unit->bl);
  8394. // perform oninit actions
  8395. switch (group->skill_id) {
  8396. case WZ_ICEWALL:
  8397. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8398. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8399. break;
  8400. case SA_LANDPROTECTOR:
  8401. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8402. break;
  8403. case HP_BASILICA:
  8404. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8405. break;
  8406. default:
  8407. if (group->state.song_dance&0x1) //Check for dissonance.
  8408. skill_dance_overlap(unit, 1);
  8409. break;
  8410. }
  8411. clif_skill_setunit(unit);
  8412. return unit;
  8413. }
  8414. /*==========================================
  8415. *
  8416. *------------------------------------------*/
  8417. int skill_delunit (struct skill_unit* unit)
  8418. {
  8419. struct skill_unit_group *group;
  8420. nullpo_retr(0, unit);
  8421. if( !unit->alive )
  8422. return 0;
  8423. nullpo_retr(0, group=unit->group);
  8424. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8425. skill_dance_overlap(unit, 0);
  8426. // invoke onout event
  8427. if( !unit->range )
  8428. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8429. // perform ondelete actions
  8430. switch (group->skill_id) {
  8431. case HT_ANKLESNARE:
  8432. {
  8433. struct block_list* target = map_id2bl(group->val2);
  8434. if( target )
  8435. status_change_end(target,SC_ANKLE,-1);
  8436. }
  8437. break;
  8438. case WZ_ICEWALL:
  8439. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8440. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8441. break;
  8442. case SA_LANDPROTECTOR:
  8443. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8444. break;
  8445. case HP_BASILICA:
  8446. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8447. break;
  8448. }
  8449. clif_skill_delunit(unit);
  8450. unit->group=NULL;
  8451. unit->alive=0;
  8452. map_delobjectnofree(unit->bl.id);
  8453. if(--group->alive_count==0)
  8454. skill_delunitgroup(NULL, group);
  8455. return 0;
  8456. }
  8457. /*==========================================
  8458. *
  8459. *------------------------------------------*/
  8460. static int skill_unit_group_newid = MAX_SKILL_DB;
  8461. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8462. {
  8463. struct unit_data* ud = unit_bl2ud( src );
  8464. struct skill_unit_group* group;
  8465. int i;
  8466. if(skilllv <= 0) return 0;
  8467. nullpo_retr(NULL, src);
  8468. nullpo_retr(NULL, ud);
  8469. // find a free spot to store the new unit group
  8470. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8471. if(i == MAX_SKILLUNITGROUP)
  8472. {
  8473. // array is full, make room by discarding oldest group
  8474. int j=0;
  8475. unsigned maxdiff=0,x,tick=gettick();
  8476. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8477. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8478. maxdiff=x;
  8479. j=i;
  8480. }
  8481. skill_delunitgroup(src, ud->skillunit[j]);
  8482. //Since elements must have shifted, we use the last slot.
  8483. i = MAX_SKILLUNITGROUP-1;
  8484. }
  8485. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8486. group->src_id = src->id;
  8487. group->party_id = status_get_party_id(src);
  8488. group->guild_id = status_get_guild_id(src);
  8489. group->group_id = skill_unit_group_newid++;
  8490. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8491. group->unit_count = count;
  8492. group->alive_count = 0;
  8493. group->val1 = 0;
  8494. group->val2 = 0;
  8495. group->val3 = 0;
  8496. group->skill_id = skillid;
  8497. group->skill_lv = skilllv;
  8498. group->unit_id = unit_id;
  8499. group->map = src->m;
  8500. group->limit = limit;
  8501. group->interval = interval;
  8502. group->tick = gettick();
  8503. group->valstr = NULL;
  8504. ud->skillunit[i] = group;
  8505. if(skill_unit_group_newid<=0)
  8506. skill_unit_group_newid = MAX_SKILL_DB;
  8507. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8508. group->tick += 1500;
  8509. return group;
  8510. }
  8511. /*==========================================
  8512. *
  8513. *------------------------------------------*/
  8514. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8515. {
  8516. struct unit_data *ud;
  8517. int i,j;
  8518. nullpo_retr(0, group);
  8519. if (!src) src=map_id2bl(group->src_id);
  8520. ud = unit_bl2ud(src);
  8521. if(!src || !ud) {
  8522. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8523. return 0;
  8524. }
  8525. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8526. {
  8527. struct status_change* sc = status_get_sc(src);
  8528. if (sc && sc->data[SC_DANCING])
  8529. {
  8530. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8531. status_change_end(src,SC_DANCING,-1);
  8532. }
  8533. }
  8534. // end Gospel's status change on 'src'
  8535. // (needs to be done when the group is deleted by other means than skill deactivation)
  8536. if (group->unit_id == UNT_GOSPEL) {
  8537. struct status_change *sc = status_get_sc(src);
  8538. if(sc && sc->data[SC_GOSPEL]) {
  8539. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8540. status_change_end(src,SC_GOSPEL,-1);
  8541. }
  8542. }
  8543. if (group->skill_id == SG_SUN_WARM ||
  8544. group->skill_id == SG_MOON_WARM ||
  8545. group->skill_id == SG_STAR_WARM) {
  8546. struct status_change *sc = status_get_sc(src);
  8547. if(sc && sc->data[SC_WARM]) {
  8548. sc->data[SC_WARM]->val4 = 0;
  8549. status_change_end(src,SC_WARM,-1);
  8550. }
  8551. }
  8552. if (src->type==BL_PC && group->state.ammo_consume)
  8553. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8554. group->alive_count=0;
  8555. // remove all unit cells
  8556. if(group->unit != NULL)
  8557. for( i = 0; i < group->unit_count; i++ )
  8558. skill_delunit(&group->unit[i]);
  8559. // clear Talkie-box string
  8560. if( group->valstr != NULL )
  8561. {
  8562. aFree(group->valstr);
  8563. group->valstr = NULL;
  8564. }
  8565. map_freeblock(&group->unit->bl);
  8566. group->unit=NULL;
  8567. group->group_id=0;
  8568. group->unit_count=0;
  8569. // locate this group, swap with the last entry and delete it
  8570. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8571. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8572. if( i < MAX_SKILLUNITGROUP )
  8573. {
  8574. ud->skillunit[i] = ud->skillunit[j];
  8575. ud->skillunit[j] = NULL;
  8576. ers_free(skill_unit_ers, group);
  8577. }
  8578. else
  8579. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8580. return 1;
  8581. }
  8582. /*==========================================
  8583. *
  8584. *------------------------------------------*/
  8585. int skill_clear_unitgroup (struct block_list *src)
  8586. {
  8587. struct unit_data *ud = unit_bl2ud(src);
  8588. nullpo_retr(0, ud);
  8589. while (ud->skillunit[0])
  8590. skill_delunitgroup(src, ud->skillunit[0]);
  8591. return 1;
  8592. }
  8593. /*==========================================
  8594. *
  8595. *------------------------------------------*/
  8596. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8597. {
  8598. int i,j=-1,k,s,id;
  8599. struct unit_data *ud;
  8600. struct skill_unit_group_tickset *set;
  8601. nullpo_retr(0, bl);
  8602. if (group->interval==-1)
  8603. return NULL;
  8604. ud = unit_bl2ud(bl);
  8605. if (!ud) return NULL;
  8606. set = ud->skillunittick;
  8607. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8608. id = s = group->skill_id;
  8609. else
  8610. id = s = group->group_id;
  8611. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8612. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8613. if (set[k].id == id)
  8614. return &set[k];
  8615. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8616. j=k;
  8617. }
  8618. if (j == -1) {
  8619. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8620. j = id % MAX_SKILLUNITGROUPTICKSET;
  8621. }
  8622. set[j].id = id;
  8623. set[j].tick = tick;
  8624. return &set[j];
  8625. }
  8626. /*==========================================
  8627. *
  8628. *------------------------------------------*/
  8629. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8630. {
  8631. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8632. struct skill_unit_group* group = unit->group;
  8633. unsigned int tick = va_arg(ap,unsigned int);
  8634. if( !unit->alive || bl->prev == NULL )
  8635. return 0;
  8636. nullpo_retr(0, group);
  8637. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8638. return 0; //AoE skills are ineffective. [Skotlex]
  8639. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8640. return 0;
  8641. skill_unit_onplace_timer(unit,bl,tick);
  8642. return 1;
  8643. }
  8644. /*==========================================
  8645. *
  8646. *------------------------------------------*/
  8647. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8648. {
  8649. struct skill_unit* unit = (struct skill_unit *)bl;
  8650. struct skill_unit_group* group = unit->group;
  8651. unsigned int tick = va_arg(ap,unsigned int);
  8652. bool dissonance;
  8653. if( !unit->alive )
  8654. return 0;
  8655. nullpo_retr(0, group);
  8656. dissonance = skill_dance_switch(unit, 0);
  8657. if( unit->range >= 0 && group->interval != -1 )
  8658. {
  8659. if( battle_config.skill_wall_check )
  8660. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8661. else
  8662. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8663. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8664. group->unit_id = UNT_USED_TRAPS;
  8665. if( !unit->alive )
  8666. {
  8667. if( dissonance ) skill_dance_switch(unit, 1);
  8668. return 0;
  8669. }
  8670. }
  8671. if( dissonance ) skill_dance_switch(unit, 1);
  8672. // check for expiration
  8673. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8674. {// skill unit expired (inlined from skill_unit_onlimit())
  8675. switch( group->unit_id )
  8676. {
  8677. case UNT_BLASTMINE:
  8678. case UNT_GROUNDDRIFT_WIND:
  8679. case UNT_GROUNDDRIFT_DARK:
  8680. case UNT_GROUNDDRIFT_POISON:
  8681. case UNT_GROUNDDRIFT_WATER:
  8682. case UNT_GROUNDDRIFT_FIRE:
  8683. group->unit_id = UNT_USED_TRAPS;
  8684. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8685. group->limit=DIFF_TICK(tick+1500,group->tick);
  8686. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8687. break;
  8688. case UNT_ANKLESNARE:
  8689. if( group->val2 > 0 ) {
  8690. // Used Trap don't returns back to item
  8691. skill_delunit(unit);
  8692. break;
  8693. }
  8694. case UNT_SKIDTRAP:
  8695. case UNT_LANDMINE:
  8696. case UNT_SHOCKWAVE:
  8697. case UNT_SANDMAN:
  8698. case UNT_FLASHER:
  8699. case UNT_FREEZINGTRAP:
  8700. case UNT_CLAYMORETRAP:
  8701. case UNT_TALKIEBOX:
  8702. {
  8703. struct block_list* src;
  8704. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  8705. { // revert unit back into a trap
  8706. struct item item_tmp;
  8707. memset(&item_tmp,0,sizeof(item_tmp));
  8708. item_tmp.nameid = ITEMID_TRAP;
  8709. item_tmp.identify = 1;
  8710. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8711. }
  8712. skill_delunit(unit);
  8713. }
  8714. break;
  8715. case UNT_WARP_ACTIVE:
  8716. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8717. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8718. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8719. // restart timers
  8720. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8721. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8722. // apply effect to all units standing on it
  8723. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8724. break;
  8725. case UNT_CALLFAMILY:
  8726. {
  8727. struct map_session_data *sd = NULL;
  8728. if(group->val1) {
  8729. sd = map_charid2sd(group->val1);
  8730. group->val1 = 0;
  8731. if (sd && !map[sd->bl.m].flag.nowarp)
  8732. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8733. }
  8734. if(group->val2) {
  8735. sd = map_charid2sd(group->val2);
  8736. group->val2 = 0;
  8737. if (sd && !map[sd->bl.m].flag.nowarp)
  8738. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8739. }
  8740. skill_delunit(unit);
  8741. }
  8742. break;
  8743. default:
  8744. skill_delunit(unit);
  8745. }
  8746. }
  8747. else
  8748. {// skill unit is still active
  8749. switch( group->unit_id )
  8750. {
  8751. case UNT_ICEWALL:
  8752. // icewall loses 50 hp every second
  8753. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8754. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8755. unit->limit = DIFF_TICK(tick+700,group->tick);
  8756. break;
  8757. case UNT_SKIDTRAP:
  8758. case UNT_LANDMINE:
  8759. case UNT_SHOCKWAVE:
  8760. case UNT_SANDMAN:
  8761. case UNT_FLASHER:
  8762. case UNT_FREEZINGTRAP:
  8763. case UNT_TALKIEBOX:
  8764. case UNT_ANKLESNARE:
  8765. if( unit->val1 <= 0 ) {
  8766. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  8767. skill_delunit(unit);
  8768. else {
  8769. group->unit_id = UNT_USED_TRAPS;
  8770. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  8771. }
  8772. }
  8773. break;
  8774. case UNT_TATAMIGAESHI:
  8775. if( unit->range >= 0 )
  8776. { //Disable processed cell.
  8777. unit->range = -1;
  8778. if (--group->val1 <= 0) // number of live cells
  8779. { //All tiles were processed, disable skill.
  8780. group->target_flag=BCT_NOONE;
  8781. group->bl_flag= BL_NUL;
  8782. }
  8783. }
  8784. break;
  8785. }
  8786. }
  8787. return 0;
  8788. }
  8789. /*==========================================
  8790. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8791. *------------------------------------------*/
  8792. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  8793. {
  8794. map_freeblock_lock();
  8795. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8796. map_freeblock_unlock();
  8797. return 0;
  8798. }
  8799. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8800. /*==========================================
  8801. *
  8802. *------------------------------------------*/
  8803. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8804. {
  8805. struct skill_unit* unit = (struct skill_unit *)bl;
  8806. struct skill_unit_group* group = unit->group;
  8807. struct block_list* target = va_arg(ap,struct block_list*);
  8808. unsigned int tick = va_arg(ap,unsigned int);
  8809. int flag = va_arg(ap,int);
  8810. bool dissonance;
  8811. int skill_id;
  8812. int i;
  8813. nullpo_retr(0, group);
  8814. if( !unit->alive || target->prev == NULL )
  8815. return 0;
  8816. dissonance = skill_dance_switch(unit, 0);
  8817. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8818. skill_id = unit->group->skill_id;
  8819. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8820. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8821. if( dissonance ) skill_dance_switch(unit, 1);
  8822. return 0;
  8823. }
  8824. //Target-type check.
  8825. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8826. {
  8827. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8828. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8829. if( flag&1 )
  8830. {
  8831. if( flag&2 )
  8832. { //Clear this skill id.
  8833. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8834. if( i < ARRAYLENGTH(skill_unit_temp) )
  8835. skill_unit_temp[i] = 0;
  8836. }
  8837. }
  8838. else
  8839. {
  8840. if( flag&2 )
  8841. { //Store this skill id.
  8842. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8843. if( i < ARRAYLENGTH(skill_unit_temp) )
  8844. skill_unit_temp[i] = skill_id;
  8845. else
  8846. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8847. }
  8848. }
  8849. if( flag&4 )
  8850. skill_unit_onleft(skill_id,target,tick);
  8851. }
  8852. if( dissonance ) skill_dance_switch(unit, 1);
  8853. return 0;
  8854. }
  8855. else
  8856. {
  8857. if( flag&1 )
  8858. {
  8859. int result = skill_unit_onplace(unit,target,tick);
  8860. if( flag&2 && result )
  8861. { //Clear skill ids we have stored in onout.
  8862. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8863. if( i < ARRAYLENGTH(skill_unit_temp) )
  8864. skill_unit_temp[i] = 0;
  8865. }
  8866. }
  8867. else
  8868. {
  8869. int result = skill_unit_onout(unit,target,tick);
  8870. if( flag&2 && result )
  8871. { //Store this unit id.
  8872. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8873. if( i < ARRAYLENGTH(skill_unit_temp) )
  8874. skill_unit_temp[i] = skill_id;
  8875. else
  8876. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8877. }
  8878. }
  8879. //TODO: Normally, this is dangerous since the unit and group could be freed
  8880. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8881. //cells do not get deleted within them. [Skotlex]
  8882. if( dissonance ) skill_dance_switch(unit, 1);
  8883. if( flag&4 )
  8884. skill_unit_onleft(skill_id,target,tick);
  8885. return 1;
  8886. }
  8887. }
  8888. /*==========================================
  8889. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8890. * Flag values:
  8891. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8892. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8893. * units to figure out when they have left a group.
  8894. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8895. *------------------------------------------*/
  8896. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8897. {
  8898. nullpo_retr(0, bl);
  8899. if( bl->prev == NULL )
  8900. return 0;
  8901. if( flag&2 && !(flag&1) )
  8902. { //Onout, clear data
  8903. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8904. }
  8905. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8906. if( flag&2 && flag&1 )
  8907. { //Onplace, check any skill units you have left.
  8908. int i;
  8909. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8910. if( skill_unit_temp[i] )
  8911. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8912. }
  8913. return 0;
  8914. }
  8915. /*==========================================
  8916. *
  8917. *------------------------------------------*/
  8918. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8919. {
  8920. int i,j;
  8921. unsigned int tick = gettick();
  8922. int *m_flag;
  8923. struct skill_unit *unit1;
  8924. struct skill_unit *unit2;
  8925. if (group == NULL)
  8926. return 0;
  8927. if (group->unit_count<=0)
  8928. return 0;
  8929. if (group->unit==NULL)
  8930. return 0;
  8931. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  8932. return 0; //Ensembles may not be moved around.
  8933. if( group->unit_id == UNT_ICEWALL )
  8934. return 0; //Icewalls don't get knocked back
  8935. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8936. // m_flag
  8937. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8938. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8939. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8940. // 3: Both 1+2.
  8941. for(i=0;i<group->unit_count;i++){
  8942. unit1=&group->unit[i];
  8943. if (!unit1->alive || unit1->bl.m!=m)
  8944. continue;
  8945. for(j=0;j<group->unit_count;j++){
  8946. unit2=&group->unit[j];
  8947. if (!unit2->alive)
  8948. continue;
  8949. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8950. m_flag[i] |= 0x1;
  8951. }
  8952. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8953. m_flag[i] |= 0x2;
  8954. }
  8955. }
  8956. }
  8957. j = 0;
  8958. for (i=0;i<group->unit_count;i++) {
  8959. unit1=&group->unit[i];
  8960. if (!unit1->alive)
  8961. continue;
  8962. if (!(m_flag[i]&0x2)) {
  8963. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8964. skill_dance_overlap(unit1, 0);
  8965. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8966. }
  8967. //Move Cell using "smart" criteria (avoid useless moving around)
  8968. switch(m_flag[i])
  8969. {
  8970. case 0:
  8971. //Cell moves independently, safely move it.
  8972. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8973. break;
  8974. case 1:
  8975. //Cell moves unto another cell, look for a replacement cell that won't collide
  8976. //and has no cell moving into it (flag == 2)
  8977. for(;j<group->unit_count;j++)
  8978. {
  8979. if(m_flag[j]!=2 || !group->unit[j].alive)
  8980. continue;
  8981. //Move to where this cell would had moved.
  8982. unit2 = &group->unit[j];
  8983. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8984. j++; //Skip this cell as we have used it.
  8985. break;
  8986. }
  8987. break;
  8988. case 2:
  8989. case 3:
  8990. break; //Don't move the cell as a cell will end on this tile anyway.
  8991. }
  8992. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8993. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8994. skill_dance_overlap(unit1, 1);
  8995. clif_skill_setunit(unit1);
  8996. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8997. }
  8998. }
  8999. aFree(m_flag);
  9000. return 0;
  9001. }
  9002. /*==========================================
  9003. *
  9004. *------------------------------------------*/
  9005. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9006. {
  9007. int i,j;
  9008. nullpo_retr(0, sd);
  9009. if(nameid<=0)
  9010. return 0;
  9011. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9012. if(skill_produce_db[i].nameid == nameid )
  9013. break;
  9014. }
  9015. if( i >= MAX_SKILL_PRODUCE_DB )
  9016. return 0;
  9017. if(trigger>=0){
  9018. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9019. if(skill_produce_db[i].itemlv!=trigger)
  9020. return 0;
  9021. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9022. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9023. return 0;
  9024. } else { // Weapon (itemlv must be higher or equal)
  9025. if(skill_produce_db[i].itemlv>trigger)
  9026. return 0;
  9027. }
  9028. }
  9029. if((j=skill_produce_db[i].req_skill)>0 &&
  9030. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9031. return 0;
  9032. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9033. int id,x,y;
  9034. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9035. continue;
  9036. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9037. if(pc_search_inventory(sd,id) < 0)
  9038. return 0;
  9039. }
  9040. else {
  9041. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9042. if( sd->status.inventory[y].nameid == id )
  9043. x+=sd->status.inventory[y].amount;
  9044. if(x<qty*skill_produce_db[i].mat_amount[j])
  9045. return 0;
  9046. }
  9047. }
  9048. return i+1;
  9049. }
  9050. /*==========================================
  9051. *
  9052. *------------------------------------------*/
  9053. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9054. {
  9055. int slot[3];
  9056. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9057. struct status_data *status;
  9058. nullpo_retr(0, sd);
  9059. status = status_get_status_data(&sd->bl);
  9060. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9061. return 0;
  9062. idx--;
  9063. if (qty < 1)
  9064. qty = 1;
  9065. if (!skill_id) //A skill can be specified for some override cases.
  9066. skill_id = skill_produce_db[idx].req_skill;
  9067. slot[0]=slot1;
  9068. slot[1]=slot2;
  9069. slot[2]=slot3;
  9070. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9071. int j;
  9072. if( slot[i]<=0 )
  9073. continue;
  9074. j = pc_search_inventory(sd,slot[i]);
  9075. if(j < 0)
  9076. continue;
  9077. if(slot[i]==1000){ /* Star Crumb */
  9078. pc_delitem(sd,j,1,1);
  9079. sc++;
  9080. }
  9081. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9082. static const int ele_table[4]={3,1,4,2};
  9083. pc_delitem(sd,j,1,1);
  9084. ele=ele_table[slot[i]-994];
  9085. }
  9086. }
  9087. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9088. int j,id,x;
  9089. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9090. continue;
  9091. x=qty*skill_produce_db[idx].mat_amount[i];
  9092. do{
  9093. int y=0;
  9094. j = pc_search_inventory(sd,id);
  9095. if(j >= 0){
  9096. y = sd->status.inventory[j].amount;
  9097. if(y>x)y=x;
  9098. pc_delitem(sd,j,y,0);
  9099. } else
  9100. ShowError("skill_produce_mix: material item error\n");
  9101. x-=y;
  9102. }while( j>=0 && x>0 );
  9103. }
  9104. if((equip=itemdb_isequip(nameid)))
  9105. wlv = itemdb_wlv(nameid);
  9106. if(!equip) {
  9107. switch(skill_id){
  9108. case BS_IRON:
  9109. case BS_STEEL:
  9110. case BS_ENCHANTEDSTONE:
  9111. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9112. i = pc_checkskill(sd,skill_id);
  9113. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9114. switch(nameid){
  9115. case 998: // Iron
  9116. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9117. break;
  9118. case 999: // Steel
  9119. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9120. break;
  9121. case 1000: //Star Crumb
  9122. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9123. break;
  9124. default: // Enchanted Stones
  9125. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9126. break;
  9127. }
  9128. break;
  9129. case ASC_CDP:
  9130. make_per = (2000 + 40*status->dex + 20*status->luk);
  9131. break;
  9132. case AL_HOLYWATER:
  9133. make_per = 100000; //100% success
  9134. break;
  9135. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9136. case AM_TWILIGHT1:
  9137. case AM_TWILIGHT2:
  9138. case AM_TWILIGHT3:
  9139. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9140. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9141. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9142. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9143. int skill;
  9144. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9145. make_per += skill*100; //+1% bonus per level
  9146. }
  9147. switch(nameid){
  9148. case 501: // Red Potion
  9149. case 503: // Yellow Potion
  9150. case 504: // White Potion
  9151. make_per += (1+rand()%100)*10 + 2000;
  9152. break;
  9153. case 970: // Alcohol
  9154. make_per += (1+rand()%100)*10 + 1000;
  9155. break;
  9156. case 7135: // Bottle Grenade
  9157. case 7136: // Acid Bottle
  9158. case 7137: // Plant Bottle
  9159. case 7138: // Marine Sphere Bottle
  9160. make_per += (1+rand()%100)*10;
  9161. break;
  9162. case 546: // Condensed Yellow Potion
  9163. make_per -= (1+rand()%50)*10;
  9164. break;
  9165. case 547: // Condensed White Potion
  9166. case 7139: // Glistening Coat
  9167. make_per -= (1+rand()%100)*10;
  9168. break;
  9169. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9170. case 505: // Blue Potion
  9171. case 545: // Condensed Red Potion
  9172. case 605: // Anodyne
  9173. case 606: // Aloevera
  9174. default:
  9175. break;
  9176. }
  9177. if(battle_config.pp_rate != 100)
  9178. make_per = make_per * battle_config.pp_rate / 100;
  9179. break;
  9180. case SA_CREATECON: // Elemental Converter Creation
  9181. make_per = 100000; // should be 100% success rate
  9182. break;
  9183. default:
  9184. if (sd->menuskill_id == AM_PHARMACY &&
  9185. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9186. { //Assume Cooking Dish
  9187. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9188. make_per = 10000; //100% Success
  9189. else
  9190. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9191. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9192. break;
  9193. }
  9194. make_per = 5000;
  9195. break;
  9196. }
  9197. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9198. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9199. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9200. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9201. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9202. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9203. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9204. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9205. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9206. if(battle_config.wp_rate != 100)
  9207. make_per = make_per * battle_config.wp_rate / 100;
  9208. }
  9209. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9210. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9211. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9212. if(make_per < 1) make_per = 1;
  9213. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9214. struct item tmp_item;
  9215. memset(&tmp_item,0,sizeof(tmp_item));
  9216. tmp_item.nameid=nameid;
  9217. tmp_item.amount=1;
  9218. tmp_item.identify=1;
  9219. if(equip){
  9220. tmp_item.card[0]=CARD0_FORGE;
  9221. tmp_item.card[1]=((sc*5)<<8)+ele;
  9222. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9223. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9224. } else {
  9225. //Flag is only used on the end, so it can be used here. [Skotlex]
  9226. switch (skill_id) {
  9227. case BS_DAGGER:
  9228. case BS_SWORD:
  9229. case BS_TWOHANDSWORD:
  9230. case BS_AXE:
  9231. case BS_MACE:
  9232. case BS_KNUCKLE:
  9233. case BS_SPEAR:
  9234. flag = battle_config.produce_item_name_input&0x1;
  9235. break;
  9236. case AM_PHARMACY:
  9237. case AM_TWILIGHT1:
  9238. case AM_TWILIGHT2:
  9239. case AM_TWILIGHT3:
  9240. flag = battle_config.produce_item_name_input&0x2;
  9241. break;
  9242. case AL_HOLYWATER:
  9243. flag = battle_config.produce_item_name_input&0x8;
  9244. break;
  9245. case ASC_CDP:
  9246. flag = battle_config.produce_item_name_input&0x10;
  9247. break;
  9248. default:
  9249. flag = battle_config.produce_item_name_input&0x80;
  9250. break;
  9251. }
  9252. if (flag) {
  9253. tmp_item.card[0]=CARD0_CREATE;
  9254. tmp_item.card[1]=0;
  9255. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9256. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9257. }
  9258. }
  9259. // if(log_config.produce > 0)
  9260. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9261. //TODO update PICKLOG
  9262. if(equip){
  9263. clif_produceeffect(sd,0,nameid);
  9264. clif_misceffect(&sd->bl,3);
  9265. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9266. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9267. } else {
  9268. int fame = 0;
  9269. tmp_item.amount = 0;
  9270. for (i=0; i< qty; i++)
  9271. { //Apply quantity modifiers.
  9272. if (rand()%10000 < make_per || qty == 1)
  9273. { //Success
  9274. tmp_item.amount++;
  9275. if(nameid < 545 || nameid > 547)
  9276. continue;
  9277. if(skill_id != AM_PHARMACY &&
  9278. skill_id != AM_TWILIGHT1 &&
  9279. skill_id != AM_TWILIGHT2 &&
  9280. skill_id != AM_TWILIGHT3)
  9281. continue;
  9282. //Add fame as needed.
  9283. switch(++sd->potion_success_counter) {
  9284. case 3:
  9285. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9286. break;
  9287. case 5:
  9288. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9289. break;
  9290. case 7:
  9291. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9292. break;
  9293. case 10:
  9294. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9295. sd->potion_success_counter = 0;
  9296. break;
  9297. }
  9298. } else //Failure
  9299. sd->potion_success_counter = 0;
  9300. }
  9301. if (fame)
  9302. pc_addfame(sd,fame);
  9303. //Visual effects and the like.
  9304. switch (skill_id) {
  9305. case AM_PHARMACY:
  9306. case AM_TWILIGHT1:
  9307. case AM_TWILIGHT2:
  9308. case AM_TWILIGHT3:
  9309. case ASC_CDP:
  9310. clif_produceeffect(sd,2,nameid);
  9311. clif_misceffect(&sd->bl,5);
  9312. break;
  9313. case BS_IRON:
  9314. case BS_STEEL:
  9315. case BS_ENCHANTEDSTONE:
  9316. clif_produceeffect(sd,0,nameid);
  9317. clif_misceffect(&sd->bl,3);
  9318. break;
  9319. default: //Those that don't require a skill?
  9320. if (skill_produce_db[idx].itemlv>10 &&
  9321. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9322. clif_specialeffect(&sd->bl, 608, AREA);
  9323. break;
  9324. }
  9325. }
  9326. if (tmp_item.amount) { //Success
  9327. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9328. clif_additem(sd,0,0,flag);
  9329. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9330. }
  9331. return 1;
  9332. }
  9333. }
  9334. //Failure
  9335. // if(log_config.produce)
  9336. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9337. //TODO update PICKLOG
  9338. if(equip){
  9339. clif_produceeffect(sd,1,nameid);
  9340. clif_misceffect(&sd->bl,2);
  9341. } else {
  9342. switch (skill_id) {
  9343. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9344. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9345. case AM_PHARMACY:
  9346. case AM_TWILIGHT1:
  9347. case AM_TWILIGHT2:
  9348. case AM_TWILIGHT3:
  9349. clif_produceeffect(sd,3,nameid);
  9350. clif_misceffect(&sd->bl,6);
  9351. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9352. break;
  9353. case BS_IRON:
  9354. case BS_STEEL:
  9355. case BS_ENCHANTEDSTONE:
  9356. clif_produceeffect(sd,1,nameid);
  9357. clif_misceffect(&sd->bl,2);
  9358. break;
  9359. default:
  9360. if (skill_produce_db[idx].itemlv>10 &&
  9361. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9362. clif_specialeffect(&sd->bl, 609, AREA);
  9363. }
  9364. }
  9365. return 0;
  9366. }
  9367. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9368. {
  9369. int i,j,flag,index=-1;
  9370. struct item tmp_item;
  9371. nullpo_retr(0, sd);
  9372. if(nameid <= 0)
  9373. return 1;
  9374. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9375. if(nameid == skill_arrow_db[i].nameid) {
  9376. index = i;
  9377. break;
  9378. }
  9379. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9380. return 1;
  9381. pc_delitem(sd,j,1,0);
  9382. for(i=0;i<5;i++) {
  9383. memset(&tmp_item,0,sizeof(tmp_item));
  9384. tmp_item.identify = 1;
  9385. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9386. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9387. if(battle_config.produce_item_name_input&0x4) {
  9388. tmp_item.card[0]=CARD0_CREATE;
  9389. tmp_item.card[1]=0;
  9390. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9391. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9392. }
  9393. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9394. continue;
  9395. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9396. clif_additem(sd,0,0,flag);
  9397. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9398. }
  9399. }
  9400. return 0;
  9401. }
  9402. /*==========================================
  9403. *
  9404. *------------------------------------------*/
  9405. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  9406. {
  9407. struct map_session_data *sd = map_id2sd(id);
  9408. if (data <= 0 || data >= MAX_SKILL)
  9409. return 0;
  9410. if (sd) sd->blockskill[data] = 0;
  9411. return 1;
  9412. }
  9413. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9414. {
  9415. nullpo_retr (-1, sd);
  9416. skillid = skill_get_index(skillid);
  9417. if (skillid == 0)
  9418. return -1;
  9419. if (tick < 1) {
  9420. sd->blockskill[skillid] = 0;
  9421. return -1;
  9422. }
  9423. sd->blockskill[skillid] = 1;
  9424. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9425. }
  9426. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9427. {
  9428. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9429. if (data <= 0 || data >= MAX_SKILL)
  9430. return 0;
  9431. if (hd) hd->blockskill[data] = 0;
  9432. return 1;
  9433. }
  9434. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9435. {
  9436. nullpo_retr (-1, hd);
  9437. skillid = skill_get_index(skillid);
  9438. if (skillid == 0)
  9439. return -1;
  9440. if (tick < 1) {
  9441. hd->blockskill[skillid] = 0;
  9442. return -1;
  9443. }
  9444. hd->blockskill[skillid] = 1;
  9445. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9446. }
  9447. /*
  9448. *
  9449. */
  9450. int skill_split_str (char *str, char **val, int num)
  9451. {
  9452. int i;
  9453. for( i = 0; i < num && str; i++ )
  9454. {
  9455. val[i] = str;
  9456. str = strchr(str,',');
  9457. if( str )
  9458. *str++=0;
  9459. }
  9460. return i;
  9461. }
  9462. /*
  9463. *
  9464. */
  9465. int skill_split_atoi (char *str, int *val)
  9466. {
  9467. int i, j, diff, step = 1;
  9468. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9469. if (!str) break;
  9470. val[i] = atoi(str);
  9471. str = strchr(str,':');
  9472. if (str)
  9473. *str++=0;
  9474. }
  9475. if(i==0) //No data found.
  9476. return 0;
  9477. if(i==1)
  9478. { //Single value, have the whole range have the same value.
  9479. for (; i < MAX_SKILL_LEVEL; i++)
  9480. val[i] = val[i-1];
  9481. return i;
  9482. }
  9483. //Check for linear change with increasing steps until we reach half of the data acquired.
  9484. for (step = 1; step <= i/2; step++)
  9485. {
  9486. diff = val[i-1] - val[i-step-1];
  9487. for(j = i-1; j >= step; j--)
  9488. if ((val[j]-val[j-step]) != diff)
  9489. break;
  9490. if (j>=step) //No match, try next step.
  9491. continue;
  9492. for(; i < MAX_SKILL_LEVEL; i++)
  9493. { //Apply linear increase
  9494. val[i] = val[i-step]+diff;
  9495. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9496. { val[i] = 1; diff = 0; step = 1; }
  9497. }
  9498. return i;
  9499. }
  9500. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9501. for (;i<MAX_SKILL_LEVEL; i++)
  9502. val[i] = val[i-1];
  9503. return i;
  9504. }
  9505. /*
  9506. *
  9507. */
  9508. void skill_init_unit_layout (void)
  9509. {
  9510. int i,j,size,pos = 0;
  9511. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9512. // standard square layouts go first
  9513. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9514. size = i*2+1;
  9515. skill_unit_layout[i].count = size*size;
  9516. for (j=0; j<size*size; j++) {
  9517. skill_unit_layout[i].dx[j] = (j%size-i);
  9518. skill_unit_layout[i].dy[j] = (j/size-i);
  9519. }
  9520. }
  9521. // afterwards add special ones
  9522. pos = i;
  9523. for (i=0;i<MAX_SKILL_DB;i++) {
  9524. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9525. continue;
  9526. switch (i) {
  9527. case MG_FIREWALL:
  9528. case WZ_ICEWALL:
  9529. // these will be handled later
  9530. break;
  9531. case PR_SANCTUARY:
  9532. case NPC_EVILLAND:
  9533. {
  9534. static const int dx[] = {
  9535. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9536. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9537. static const int dy[]={
  9538. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9539. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9540. skill_unit_layout[pos].count = 21;
  9541. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9542. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9543. break;
  9544. }
  9545. case PR_MAGNUS:
  9546. {
  9547. static const int dx[] = {
  9548. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9549. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9550. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9551. static const int dy[] = {
  9552. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9553. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9554. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9555. skill_unit_layout[pos].count = 33;
  9556. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9557. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9558. break;
  9559. }
  9560. case AS_VENOMDUST:
  9561. {
  9562. static const int dx[] = {-1, 0, 0, 0, 1};
  9563. static const int dy[] = { 0,-1, 0, 1, 0};
  9564. skill_unit_layout[pos].count = 5;
  9565. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9566. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9567. break;
  9568. }
  9569. case CR_GRANDCROSS:
  9570. case NPC_GRANDDARKNESS:
  9571. {
  9572. static const int dx[] = {
  9573. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9574. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9575. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9576. static const int dy[] = {
  9577. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9578. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9579. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9580. skill_unit_layout[pos].count = 29;
  9581. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9582. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9583. break;
  9584. }
  9585. case PF_FOGWALL:
  9586. {
  9587. static const int dx[] = {
  9588. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9589. static const int dy[] = {
  9590. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9591. skill_unit_layout[pos].count = 15;
  9592. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9593. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9594. break;
  9595. }
  9596. case PA_GOSPEL:
  9597. {
  9598. static const int dx[] = {
  9599. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9600. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9601. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9602. -1, 0, 1};
  9603. static const int dy[] = {
  9604. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9605. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9606. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9607. 3, 3, 3};
  9608. skill_unit_layout[pos].count = 33;
  9609. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9610. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9611. break;
  9612. }
  9613. case NJ_KAENSIN:
  9614. {
  9615. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9616. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  9617. skill_unit_layout[pos].count = 24;
  9618. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9619. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9620. break;
  9621. }
  9622. case NJ_TATAMIGAESHI:
  9623. {
  9624. //Level 1 (count 4, cross of 3x3)
  9625. static const int dx1[] = {-1, 1, 0, 0};
  9626. static const int dy1[] = { 0, 0,-1, 1};
  9627. //Level 2-3 (count 8, cross of 5x5)
  9628. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9629. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9630. //Level 4-5 (count 12, cross of 7x7
  9631. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9632. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9633. //lv1
  9634. j = 0;
  9635. skill_unit_layout[pos].count = 4;
  9636. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9637. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9638. skill_db[i].unit_layout_type[j] = pos;
  9639. //lv2/3
  9640. j++;
  9641. pos++;
  9642. skill_unit_layout[pos].count = 8;
  9643. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9644. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9645. skill_db[i].unit_layout_type[j] = pos;
  9646. skill_db[i].unit_layout_type[++j] = pos;
  9647. //lv4/5
  9648. j++;
  9649. pos++;
  9650. skill_unit_layout[pos].count = 12;
  9651. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9652. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9653. skill_db[i].unit_layout_type[j] = pos;
  9654. skill_db[i].unit_layout_type[++j] = pos;
  9655. //Fill in the rest using lv 5.
  9656. for (;j<MAX_SKILL_LEVEL;j++)
  9657. skill_db[i].unit_layout_type[j] = pos;
  9658. //Skip, this way the check below will fail and continue to the next skill.
  9659. pos++;
  9660. break;
  9661. }
  9662. default:
  9663. ShowError("unknown unit layout at skill %d\n",i);
  9664. break;
  9665. }
  9666. if (!skill_unit_layout[pos].count)
  9667. continue;
  9668. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9669. skill_db[i].unit_layout_type[j] = pos;
  9670. pos++;
  9671. }
  9672. // firewall and icewall have 8 layouts (direction-dependent)
  9673. firewall_unit_pos = pos;
  9674. for (i=0;i<8;i++) {
  9675. if (i&1) {
  9676. skill_unit_layout[pos].count = 5;
  9677. if (i&0x2) {
  9678. int dx[] = {-1,-1, 0, 0, 1};
  9679. int dy[] = { 1, 0, 0,-1,-1};
  9680. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9681. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9682. } else {
  9683. int dx[] = { 1, 1 ,0, 0,-1};
  9684. int dy[] = { 1, 0, 0,-1,-1};
  9685. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9686. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9687. }
  9688. } else {
  9689. skill_unit_layout[pos].count = 3;
  9690. if (i%4==0) {
  9691. int dx[] = {-1, 0, 1};
  9692. int dy[] = { 0, 0, 0};
  9693. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9694. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9695. } else {
  9696. int dx[] = { 0, 0, 0};
  9697. int dy[] = {-1, 0, 1};
  9698. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9699. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9700. }
  9701. }
  9702. pos++;
  9703. }
  9704. icewall_unit_pos = pos;
  9705. for (i=0;i<8;i++) {
  9706. skill_unit_layout[pos].count = 5;
  9707. if (i&1) {
  9708. if (i&0x2) {
  9709. int dx[] = {-2,-1, 0, 1, 2};
  9710. int dy[] = { 2, 1, 0,-1,-2};
  9711. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9712. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9713. } else {
  9714. int dx[] = { 2, 1 ,0,-1,-2};
  9715. int dy[] = { 2, 1, 0,-1,-2};
  9716. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9717. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9718. }
  9719. } else {
  9720. if (i%4==0) {
  9721. int dx[] = {-2,-1, 0, 1, 2};
  9722. int dy[] = { 0, 0, 0, 0, 0};
  9723. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9724. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9725. } else {
  9726. int dx[] = { 0, 0, 0, 0, 0};
  9727. int dy[] = {-2,-1, 0, 1, 2};
  9728. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9729. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9730. }
  9731. }
  9732. pos++;
  9733. }
  9734. }
  9735. /*==========================================
  9736. * DB reading.
  9737. * skill_db.txt
  9738. * skill_require_db.txt
  9739. * skill_cast_db.txt
  9740. * skill_castnodex_db.txt
  9741. * skill_nocast_db.txt
  9742. * skill_unit_db.txt
  9743. * produce_db.txt
  9744. * create_arrow_db.txt
  9745. * abra_db.txt
  9746. *------------------------------------------*/
  9747. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9748. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9749. int id = atoi(split[0]);
  9750. int i;
  9751. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX ) {
  9752. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9753. return false;
  9754. }
  9755. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX ) {
  9756. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9757. return false;
  9758. }
  9759. i = skill_get_index(id);
  9760. if( !i ) // invalid skill id
  9761. return false;
  9762. skill_split_atoi(split[1],skill_db[i].range);
  9763. skill_db[i].hit = atoi(split[2]);
  9764. skill_db[i].inf = atoi(split[3]);
  9765. skill_split_atoi(split[4],skill_db[i].element);
  9766. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9767. skill_split_atoi(split[6],skill_db[i].splash);
  9768. skill_db[i].max = atoi(split[7]);
  9769. skill_split_atoi(split[8],skill_db[i].num);
  9770. if( strcmpi(split[9],"yes") == 0 )
  9771. skill_db[i].castcancel = 1;
  9772. else
  9773. skill_db[i].castcancel = 0;
  9774. skill_db[i].cast_def_rate = atoi(split[10]);
  9775. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9776. skill_split_atoi(split[12],skill_db[i].maxcount);
  9777. if( strcmpi(split[13],"weapon") == 0 )
  9778. skill_db[i].skill_type = BF_WEAPON;
  9779. else if( strcmpi(split[13],"magic") == 0 )
  9780. skill_db[i].skill_type = BF_MAGIC;
  9781. else if( strcmpi(split[13],"misc") == 0 )
  9782. skill_db[i].skill_type = BF_MISC;
  9783. else
  9784. skill_db[i].skill_type = 0;
  9785. skill_split_atoi(split[14],skill_db[i].blewcount);
  9786. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  9787. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  9788. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  9789. return true;
  9790. }
  9791. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9792. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  9793. char* p;
  9794. int j;
  9795. int i = atoi(split[0]);
  9796. i = skill_get_index(i);
  9797. if( !i ) // invalid skill id
  9798. return false;
  9799. skill_split_atoi(split[1],skill_db[i].hp);
  9800. skill_split_atoi(split[2],skill_db[i].mhp);
  9801. skill_split_atoi(split[3],skill_db[i].sp);
  9802. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9803. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9804. skill_split_atoi(split[6],skill_db[i].zeny);
  9805. //FIXME: document this
  9806. p = split[7];
  9807. for( j = 0; j < 32; j++ )
  9808. {
  9809. int l = atoi(p);
  9810. if( l == 99 ) // magic value?
  9811. {
  9812. skill_db[i].weapon = 0xffffffff;
  9813. break;
  9814. }
  9815. else
  9816. skill_db[i].weapon |= 1<<l;
  9817. p = strchr(p,':');
  9818. if(!p)
  9819. break;
  9820. p++;
  9821. }
  9822. //FIXME: document this
  9823. p = split[8];
  9824. for( j = 0; j < 32; j++ )
  9825. {
  9826. int l = atoi(p);
  9827. if( l == 99 ) // magic value?
  9828. {
  9829. skill_db[i].ammo = 0xffffffff;
  9830. break;
  9831. }
  9832. else if( l ) // 0 not allowed?
  9833. skill_db[i].ammo |= 1<<l;
  9834. p = strchr(p,':');
  9835. if( !p )
  9836. break;
  9837. p++;
  9838. }
  9839. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9840. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9841. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9842. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9843. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9844. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9845. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9846. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9847. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9848. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9849. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9850. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9851. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9852. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9853. else skill_db[i].state = ST_NONE;
  9854. skill_split_atoi(split[11],skill_db[i].spiritball);
  9855. for( j = 0; j < 10; j++ ) {
  9856. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9857. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9858. }
  9859. return true;
  9860. }
  9861. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9862. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9863. int i = atoi(split[0]);
  9864. i = skill_get_index(i);
  9865. if( !i ) // invalid skill id
  9866. return false;
  9867. skill_split_atoi(split[1],skill_db[i].cast);
  9868. skill_split_atoi(split[2],skill_db[i].delay);
  9869. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9870. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9871. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9872. return true;
  9873. }
  9874. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9875. {// Skill id,Cast,Delay (optional)
  9876. int i = atoi(split[0]);
  9877. i = skill_get_index(i);
  9878. if( !i ) // invalid skill id
  9879. return false;
  9880. skill_split_atoi(split[1],skill_db[i].castnodex);
  9881. if( split[2] ) // optional column
  9882. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9883. return true;
  9884. }
  9885. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9886. {// SkillID,Flag
  9887. int i = atoi(split[0]);
  9888. i = skill_get_index(i);
  9889. if( !i ) // invalid skill id
  9890. return false;
  9891. skill_db[i].nocast |= atoi(split[1]);
  9892. return true;
  9893. }
  9894. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9895. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9896. int i = atoi(split[0]);
  9897. i = skill_get_index(i);
  9898. if( !i ) // invalid skill id
  9899. return false;
  9900. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9901. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9902. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9903. skill_split_atoi(split[4],skill_db[i].unit_range);
  9904. skill_db[i].unit_interval = atoi(split[5]);
  9905. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9906. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9907. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9908. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9909. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9910. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9911. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9912. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9913. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9914. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9915. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9916. skill_db[i].unit_target = BCT_NOENEMY;
  9917. //By default, target just characters.
  9918. skill_db[i].unit_target |= BL_CHAR;
  9919. if (skill_db[i].unit_flag&UF_NOPC)
  9920. skill_db[i].unit_target &= ~BL_PC;
  9921. if (skill_db[i].unit_flag&UF_NOMOB)
  9922. skill_db[i].unit_target &= ~BL_MOB;
  9923. if (skill_db[i].unit_flag&UF_SKILL)
  9924. skill_db[i].unit_target |= BL_SKILL;
  9925. return true;
  9926. }
  9927. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9928. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9929. int x,y;
  9930. int i = atoi(split[0]);
  9931. if( !i )
  9932. return false;
  9933. skill_produce_db[current].nameid = i;
  9934. skill_produce_db[current].itemlv = atoi(split[1]);
  9935. skill_produce_db[current].req_skill = atoi(split[2]);
  9936. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9937. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9938. {
  9939. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9940. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9941. }
  9942. return true;
  9943. }
  9944. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9945. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9946. int x,y;
  9947. int i = atoi(split[0]);
  9948. if( !i )
  9949. return false;
  9950. skill_arrow_db[current].nameid = i;
  9951. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  9952. {
  9953. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9954. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9955. }
  9956. return true;
  9957. }
  9958. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9959. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9960. int i = atoi(split[0]);
  9961. if( !skill_get_index(i) || !skill_get_max(i) )
  9962. {
  9963. ShowError("abra_db: Invalid skill ID %d\n", i);
  9964. return false;
  9965. }
  9966. if ( !skill_get_inf(i) )
  9967. {
  9968. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  9969. return false;
  9970. }
  9971. skill_abra_db[current].skillid = i;
  9972. skill_abra_db[current].req_lv = atoi(split[2]);
  9973. skill_abra_db[current].per = atoi(split[3]);
  9974. return true;
  9975. }
  9976. static void skill_readdb(void)
  9977. {
  9978. // init skill db structures
  9979. db_clear(skilldb_name2id);
  9980. memset(skill_db,0,sizeof(skill_db));
  9981. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9982. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9983. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9984. // load skill databases
  9985. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9986. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9987. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  9988. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  9989. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  9990. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  9991. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  9992. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  9993. skill_init_unit_layout();
  9994. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  9995. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  9996. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  9997. }
  9998. void skill_reload (void)
  9999. {
  10000. skill_readdb();
  10001. }
  10002. /*==========================================
  10003. *
  10004. *------------------------------------------*/
  10005. int do_init_skill (void)
  10006. {
  10007. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10008. skill_readdb();
  10009. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10010. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10011. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10012. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10013. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10014. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10015. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10016. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10017. return 0;
  10018. }
  10019. int do_final_skill(void)
  10020. {
  10021. db_destroy(skilldb_name2id);
  10022. ers_destroy(skill_unit_ers);
  10023. ers_destroy(skill_timer_ers);
  10024. return 0;
  10025. }